
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 | 
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Experience Controller 1.4.3
 Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. 
 How to enable/disable or configure this addon: 
 
 Modes functionality: 
 
 --- 
 Update v4.0.1 * Fixed a few typos and minor logging issues 
 Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Improved Auto-explore and Rest 1.4.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Hulk! 1.4.4 Items Vault 1.4.8Donators/Buyers bonus! Steamtech UI 1.1.4 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  No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon:     - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
    - Start a New Game.
    - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
    - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
    Operating Modes:     - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
    - Extra Points -> Gives many more points than vanilla in any difficulty
    - Cheatish -> Gives way more points than you'll ever need
    - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
    Optional Modes (These work alongside Operating Modes):     - None -> Nothing else than what chosen under Operating Modes
    - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
    - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
    POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3 
 
 
 ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog.  | 
| Campaign | Maj'Eyal | 
| Mode | Madness Roguelike | 
| Sex | Female | 
| Race | Hulk | 
| Class | Archmage | 
| Level / Exp | 35 / 58% | 
| Size | medium | 
| Lifes / Deaths | no deaths recorded  / 0 | 
Primary Stats
| Strength | 1089 (base 60) | 
| Dexterity | 1084 (base 60) | 
| Constitution | 1066 (base 60) | 
| Magic | 1088 (base 60) | 
| Willpower | 1090 (base 60) | 
| Cunning | 1112 (base 60) | 
Resources
| Mana | 6383/6383 | 
| Psi | 1890/1890 | 
| Vim | 946/946 | 
| Life | 545978/545978 | 
| Equilibrium | 30 | 
| Stamina | 3637/3637 | 
| Psi_feedback | 0/510 | 
| Healing Factor | 1 | 
| Regeneration | 10072.29 | 
Speed
| Mental | +229.3% | 
| Attack | +229.3% | 
| Movement | +296.5% | 
| Spell | +229.3% | 
| Global | +414.65% | 
Vision
| Sight | 10 | 
| Lite | 2 | 
| Infravision | 10 | 
| See Invisible | 10 | 
| ESP Range | 10 | 
| ESP Kinds | dragon, humanoid/orc | 
Offense: Mainhand
| Damage | 1623 | 
| Accuracy | 245 | 
| Crit Chance | 685% | 
| APR | 128 | 
| Speed | 0.30 | 
Offense: Offhand
| Damage | 682 | 
| Accuracy | 246 | 
| Crit Chance | 675% | 
| APR | 150 | 
| Speed | 0.30 | 
Offense: Spell
| Spellpower | 219 | 
| Crit Chance | 100% | 
| Speed | 0.30367446097783 | 
| Cooldown Reduction | 66.3 | 
Offense: Mind
| Mindpower | 229 | 
| Crit Chance | 100% | 
| Speed | 0.30367446097783 | 
Offense: Damage Bonus
| All | +7% | 
Offense: Damage Penetration
| All | 0% | 
Defense: Base
| Armour (hardiness) | 154.05 (100%) | 
| Defense | 185 | 
| Ranged Defense | 185 | 
| Fatigue | 3 | 
| Physical Save | 230 | 
| Spell Save | 232 | 
| Mental Save | 236 | 
Defense: Resistances
| All | + 98%(100%) | 
Defense: Immunities
| Stun Resistance | 100% | 
| Confusion Resistance | 100% | 
| Fear Resistance | 60% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 100% | 
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 117% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat.  | 
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 6 Cooldown: 5 Travel Speed: instantaneous Usage Speed: Spell (30% of a turn) Is: a spell Description: Inflicts 7892.50 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences.  | 
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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 9999 damage for 999 turns.  | 
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (30% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn.  | 
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 117% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat.  | 
Class Talents
| Cunning / Tactical | 1.70 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Ice | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Temporal | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Air | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Arcane | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Phantasm | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Aether | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Fire | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Earth | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Storm | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Water | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Wildfire | 1.40 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Stone | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Meta | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Celestial / Chants | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Staff combat | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Corruption / Hexes | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Combat training | 1.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Stone alchemy | 0.90 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Aegis | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Wild-gift / Harmony | 2.20 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Divination | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Technique / Conditioning | 1.00 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
| Spell / Conveyance | 1.50 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
  | 5/5 | 
Prodigies
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
  | 1/1 | 
Effects
| talent | Shielding | 
| talent | Arcane Power | 
| beneficial effect | Countering melee attacks: Has a 91% chance to get an automatic counter attack when avoiding a melee attack. (6.5 counters remaining) Counter Attacking | 
| detrimental effect | Run after bug is fed upon by Ivussra the slimy ooze. Fed Upon | 
| beneficial effect | You have an arcane eye observing for you in a radius of 10. Arcane Eye | 
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff.  | done | 
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item.  | active | 
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments.  | done | 
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done | 
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower.  | done | 
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done | 
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved talent Vision (+1 level(s)).  | done | 
You failed to protect the lost anorithil from death by barrow wight. Escort: lost anorithil (level 8 of Dreadfell) | failed | 
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 0.80).  | done | 
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Technique / Conditioning (at mastery 0.80).  | done | 
You failed to protect the lost warrior from death by run after bug. Escort: lost warrior (level 2 of Trollmire) | failed | 
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)).  | done | 
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved Dexterity by +2.  | done | 
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Cunning by +1.  | done | 
You abandoned worried loremaster to death. Escort: worried loremaster (level 1 of Daikara) | failed | 
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride.  | done | 
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking.  | done | 
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there.  | done | 
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there.  | done | 
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years.  | done | 
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains.  | done | 
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely.  | 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: 11.  | active | 
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have closed 0 wormhole(s).  | active | 
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there.  | done | 
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn.  | done | 
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Ungrol of Last Hope has completed an elixir of foundations without your aid.  | done | 
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost.  | done | 
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself!  | done | 
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be.  | done | 
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope.  | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died.  | done | 
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened.  | done | 
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat.  | done | 
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done | 
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond.  | done | 
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them!  | done | 
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex.  | done | 
Equipment
| On feet | Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning), costing 27 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it.  | 
| Light source | Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 14 power out of 25/25) : Effective talent level: 2.4 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 815.39 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 815.39 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light.  | 
| On head | The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+0 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+1 eff.) It can be used to activate talent Instill Fear (costing 10 power out of 45/45) : Effective talent level: 2.4 Power cost: 10 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 60% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 72%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you.  | 
| Tool | dragonbone totem of cure ailments 'Burnwake' [power 2]  (5 cooldown) dragonbone totem of cure ailments 'Burnwake' [power 2]  (5 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 blight Changes stats: +10 Str / +2 Mag / +2 Cun / +2 Con Changes resistances: +15% fire Reduces incoming crit damage: 10.00% It can be used to remove up to 2 poisons or diseases from a target within range 23 (based on Willpower), putting all charms on cooldown for 5 turns. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers | The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+0 eff.) Spell crit. chance: +3% Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole."  | 
| On fingers | Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+0 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+1 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 22 power out of 50/50) : Effective talent level: 2.0 Power cost: 22 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 149 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it.  | 
| Around neck | Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 33 power out of 60/60. The evilness of undeath radiates from this amulet.  | 
| In main hand | Icy Kill (35-45.5 power, 10 apr) Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted.  | 
| Around waist | Gessra GessraPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +3 Wil Changes damage: +12% blight Reduced damage from: +23% Summoned Grants telepathy: Dragon Humanoid/Orc Mental save: +15 (+1 eff.) Maximum life: +71.00 Spellpower: +5 (+1 eff.) A belt that goes around your waist.  | 
| In off hand | Thermal Focus (14-15.4 power, 32 apr, fire damage) Thermal Focus (14-15.4 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+1 eff.) Psi each turn: +1.00 Mindpower: +16 (+1 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar.  | 
| Cloak | Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+1 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 7345.80 cold damage and condensing the air into freezing vapors that deal 2448.60 cold damage (based on Magic) each turn for 10 turns, costing 17 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches.  | 
| Main armor | Cuthosta (19 def, 26 armour) Cuthosta (19 def, 26 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +26 Defense: +19 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 19 physical Changes stats: +9 Str / +9 Dex / +9 Mag / +9 Wil / +15 Cun Changes resistances: +2% physical / +3% nature / +3% mind Mental save: +30 (+2 eff.) Stun/Freeze immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A suit of armour made of leather.  | 
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score.  | 
restful copper amulet of constitution (+3) restful copper amulet of constitution (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Con Life regen: +1.20 Amulets can have magical properties.  | 
Cuthasachik the Healbutcher Cuthasachik the HealbutcherCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 4 nature Changes resistances: +9% nature Critical mult.: +5.00% Life regen: +0.90 Maximum psi: +20.00 Amulets can have magical properties.  | 
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+0 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 22 power out of 40/40) : Effective talent level: 2.0 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 922 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature.  | 
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer.  | 
Branufang the voratun amulet Branufang the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Physical power: +11 (+1 eff.) Changes stats: +9 Str / +4 Con Changes damage: +3% arcane / +10% physical Maximum encumbrance: +20 Physical save: +30 (+2 eff.) Spell save: +35 (+3 eff.) Mental save: +55 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Combat speed: +10% Amulets can have magical properties.  | 
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it.  | 
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+0 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it.  | 
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 136.56 cold and 111.73 physical damage (based on Willpower) each turn and knocking opponents back, costing 33 power out of 60/60. This azure ring seems to be always moist to the touch.  | 
Chamyromirain the gold ring Chamyromirain the gold ringPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +1 Physical power: +10 (+1 eff.) Effects on melee hit: * 25% chance to blind Effects on ranged hit: * 17% chance to blind Changes resistances: +6% mind Maximum encumbrance: +10 Physical save: +20 (+1 eff.) Silence immunity: +32% Stamina each turn: +0.20 Mana each turn: +0.22 Maximum life: +20.00 Spellpower: +9 (+1 eff.) Mindpower: +10 (+1 eff.) Rings can have magical properties.  | 
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors.  | 
Glintshear the gold ring Glintshear the gold ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 4 mind / 12 light Changes stats: +4 Wil Changes resistances: +5% blight / +8% nature / +6% light Changes damage: +6% light Mental save: +8 (+1 eff.) Poison immunity: +10% Disease immunity: +13% Stun/Freeze immunity: +20% Life regen: +2.20 Rings can have magical properties.  | 
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+1 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future.  | 
Boroyon BoroyonInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +35 (+3 eff.) Damage when hit (Melee): 8 mind Changes stats: +20 Dex / +2 Wil / +10 Cun Changes resistances: +9% darkness / +46% cold Changes resistances penetration: +15% mind Changes damage: +20% cold Equilibrium when hit: +0.04 Maximum psi: +30.00 Mental crit. chance: +3% Rings can have magical properties.  | 
Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 160% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+1 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 4 power out of 6/6) : Effective talent level: 3.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 719.77 physical damage to all targets in line, and inflicting bleeding for another 359.89 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance.  | 
ash magestaff 'Ce'Nyta' (18-21.6 power, 3 apr, cold element) ash magestaff 'Ce'Nyta' (18-21.6 power, 3 apr, cold element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage Shield penetration (this weapon only): +40% When wielded/worn: Changes damage: +6% blight / +18% cold Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +20.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art.  | 
ash magestaff 'Runufast' (15-18 power, 3 apr, lightning element) ash magestaff 'Runufast' (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Fatigue: -2% Changes stats: +1 Dex Changes damage: +15% lightning Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +8% Healing mod.: +15% Staves designed for wielders of magic, by the greats of the art.  | 
ash vilestaff 'Galebreaker' (15-18 power, 3 apr, fire element) ash vilestaff 'Galebreaker' (15-18 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to daze Damage (Melee): +4 nature When wielded/worn: Armour: +2 Armour Hardiness: +2% Changes damage: +15% fire Talent granted: +1 Command Staff Physical save: +2 (+0 eff.) Mana each turn: +0.14 Maximum mana: +30.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art.  | 
Duvotar the yew magestaff (20-24 power, 4 apr, fire element) Duvotar the yew magestaff (20-24 power, 4 apr, fire element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +19 (+2 eff.) Effects on melee hit: * 28% chance to blind Changes stats: +6 Con Changes resistances: +6% nature / +3% fire Changes damage: +20% fire Talent granted: +1 Command Staff Life regen: +1.40 Spellpower: +16 (+2 eff.) Spell crit. chance: +3% Light radius: +8 Infravision radius: +3 See invisible: +3 Healing mod.: +18% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 3.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 606.87 light damage. Staves designed for wielders of magic, by the greats of the art.  | 
Elolaith (24-28.8 power, 4 apr, darkness element) Elolaith (24-28.8 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 blight / +12 arcane When wielded/worn: Changes damage: +24% darkness / +6% arcane Talent granted: +1 Command Staff Physical save: +7 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +8 (+1 eff.) Mana each turn: +0.20 Maximum mana: +56.00 Spellpower: +12 (+1 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art.  | 
Yvamira (20-24 power, 4 apr, darkness element) Yvamira (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 22 fire Changes resistances: +5% arcane / +9% fire Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +22.00% Physical save: +8 (+0 eff.) Spell save: +32 (+3 eff.) Mental save: +8 (+1 eff.) Mana each turn: +0.19 Maximum mana: +52.00 Spellpower: +14 (+2 eff.) Spell crit. chance: +8% See invisible: +13 Staves designed for wielders of magic, by the greats of the art.  | 
yew magestaff 'Neredhelaith' (20-24 power, 4 apr, lightning element) yew magestaff 'Neredhelaith' (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Physical crit. chance: +7.0% Physical power: +8 (+1 eff.) Defense: +9 (+1 eff.) Effects on melee hit: * 11% chance to blind Changes stats: +4 Con Changes resistances: +3% blight / +15% fire / +3% nature Changes damage: +20% lightning Talent granted: +1 Command Staff Critical mult.: +9.00% Life regen: +1.30 Spellpower: +21 (+2 eff.) Spell crit. chance: +5% Light radius: +3 Healing mod.: +16% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.5 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 446.23 light damage. Staves designed for wielders of magic, by the greats of the art.  | 
yew vilestaff 'Elenildir' (20-24 power, 4 apr, acid element) yew vilestaff 'Elenildir' (20-24 power, 4 apr, acid element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+1 eff.) Physical crit. chance: +19.0% Physical power: +14 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes damage: +20% acid Talent granted: +1 Command Staff Critical mult.: +29.00% Spell save: +6 (+0 eff.) Silence immunity: +5% Disarm immunity: +20% Spellpower: +22 (+2 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art.  | 
Adyba the Blindrigor (25-30 power, 5 apr, cold element) Adyba the Blindrigor (25-30 power, 5 apr, cold element)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +12.0% Effects on melee hit: * Slows global speed by 30% Changes stats: +11 Con Changes resistances: +3% light / +6% acid Changes damage: +6% light / +25% cold Talent granted: +1 Command Staff Critical mult.: +17.00% Life regen: +2.70 Spellpower: +27 (+3 eff.) Spell crit. chance: +4% Healing mod.: +40% Staves designed for wielders of magic, by the greats of the art.  | 
Delynarikor (25-30 power, 5 apr, fire element) Delynarikor (25-30 power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +8 mind When wielded/worn: Changes resistances: +3% mind Changes damage: +25% fire Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Physical save: +3 (+0 eff.) Silence immunity: +5% Mana each turn: +0.14 Maximum mana: +62.00 Spellpower: +21 (+2 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art.  | 
Layetha the Lightningnull (25-30 power, 5 apr, acid element) Layetha the Lightningnull (25-30 power, 5 apr, acid element)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 lightning When wielded/worn: Accuracy: +13 (+1 eff.) Physical crit. chance: +9.0% Physical power: +13 (+1 eff.) Armour: +8 Defense: +10 (+1 eff.) Ranged Defense: +10 (+1 eff.) Changes stats: +7 Con Changes damage: +25% acid Talent granted: +1 Command Staff Critical mult.: +13.00% Physical save: +20 (+1 eff.) Disease immunity: +5% Silence immunity: +10% Stun/Freeze immunity: +10% Life regen: +1.70 Spellpower: +28 (+3 eff.) Spell crit. chance: +7% Healing mod.: +23% Staves designed for wielders of magic, by the greats of the art.  | 
Manorab (25-30 power, 5 apr, fire element) Manorab (25-30 power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +8 temporal When wielded/worn: Defense: +18 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage (Melee): 9 % chance of confusion Damage when hit (Melee): 8 mind Changes stats: +5 Con Changes damage: +6% mind / +25% fire Talent granted: +1 Command Staff Life regen: +0.90 Spellpower: +22 (+2 eff.) Spell crit. chance: +4% Healing mod.: +14% Damage Shield penetration: +26% Staves designed for wielders of magic, by the greats of the art.  | 
Xanara (25-30 power, 5 apr, light element) Xanara (25-30 power, 5 apr, light element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +6 Armour Hardiness: +3% Changes resistances: +5% arcane / +3% temporal Changes damage: +25% light Talent granted: +1 Command Staff Physical save: +7 (+0 eff.) Stun/Freeze immunity: +5% Mana each turn: +0.36 Maximum mana: +123.00 Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art.  | 
elven-wood magestaff 'Moldcutter' (25-30 power, 5 apr, arcane element) elven-wood magestaff 'Moldcutter' (25-30 power, 5 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 49% When wielded/worn: Changes resistances: +6% blight / +9% lightning / +12% arcane / +9% acid Changes damage: +25% arcane / +9% blight Talent granted: +1 Command Staff Mana each turn: +0.34 Spellpower on spell critical (stacks up to 3 times): +9 Maximum mana: +68.00 Spellpower: +21 (+2 eff.) Spell crit. chance: +7% It can be used to conjure elemental energy in a radius 8 cone, dealing 1460.32 to 1752.39 arcane damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art.  | 
elven-wood starstaff 'Boltshaper' (25-30 power, 5 apr, temporal element) elven-wood starstaff 'Boltshaper' (25-30 power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 lightning Burst (radius 2) on crit: +8 lightning When wielded/worn: Changes stats: +1 Dex / +9 Mag / +6 Cun / +7 Con Changes resistances penetration: +10% lightning Changes damage: +25% temporal Talent granted: +1 Command Staff Critical mult.: +15.00% Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +30.00 Maximum neg.energy: +32.00 Spellpower: +24 (+2 eff.) Spell crit. chance: +7% Light radius: +3 It can be used to project a bolt elemental energy from the staff (to range 9) dealing 1460.32 to 1752.39 temporal damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art.  | 
elven-wood vilestaff 'Elileyatha' (25-30 power, 5 apr, acid element) elven-wood vilestaff 'Elileyatha' (25-30 power, 5 apr, acid element)Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +10 Armour Hardiness: +14% Defense: +9 (+1 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +2 Dex / +2 Wil / +3 Cun Changes damage: +25% acid Talent granted: +1 Command Staff Physical save: +16 (+1 eff.) Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 3.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 606.87 light damage. Staves designed for wielders of magic, by the greats of the art.  | 
Rainrune (30-36 power, 6 apr, cold element) Rainrune (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 fire When wielded/worn: Armour: +12 Defense: +12 (+1 eff.) Effects on melee hit: * Slows global speed by 60% Changes resistances: +15% acid / +2% physical / +3% darkness / +5% arcane / +3% lightning Maximum wards: +3 cold Changes damage: +30% cold Talents granted: +5 Ward +1 Command Staff Poison immunity: +15% Spellpower on spell critical (stacks up to 3 times): +22 Spellpower: +25 (+3 eff.) Spell crit. chance: +5% It can be used to conjure elemental energy in a radius 10 cone, dealing 1549.22 to 1859.06 cold damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art.  | 
Rod of Sarrilon (30-36 power, 4 apr, temporal element) Rod of Sarrilon (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 200% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+4 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand.  | 
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 180% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+4 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 108 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust."  | 
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+1 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff.  | 
Stormfront (20-30 power, 2 apr) Stormfront (20-30 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold When wielded/worn: Changes damage: +10% lightning / +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds.  | 
steel battleaxe 'Phlegmwoe' (20-30 power, 2 apr) steel battleaxe 'Phlegmwoe' (20-30 power, 2 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stats: 50% Mag, 120% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% Damage (Melee): +10 temporal / +9 nature When wielded/worn: Changes resistances: +24% acid / +24% fire / +20% lightning / +20% cold Changes resistances penetration: +10% darkness Spell save: +19 (+1 eff.) Massive two-handed battleaxes.  | 
Drake's Bane (52-78 power, 21 apr) Drake's Bane (52-78 power, 21 apr)Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Physical crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 (+0 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide.  | 
Eksatin's Ultimatum (63-94.5 power, 25 apr) Eksatin's Ultimatum (63-94.5 power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stats: 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty.  | 
Stokerend the stralite battleaxe (44-66 power, 3 apr) Stokerend the stralite battleaxe (44-66 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +7.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn * 23% chance to disease Damage (Melee): +26 blight / +19 mind Burst (radius 1) on hit: +7 fire When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances: +6% fire Changes resistances penetration: +15% fire It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed battleaxes.  | 
The Gaping Maw (72-108 power, 4 apr) The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Changes stats: +0 Str / +0 Wil Changes damage: +0% nature Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid.  | 
voratun battleaxe 'Airwill' (54.5-81.75 power, 4 apr) voratun battleaxe 'Airwill' (54.5-81.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.5 - 81.8 Uses stats: 50% Mag, 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to daze * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +28 temporal / +28 nature When wielded/worn: Physical crit. chance: +21.0% Changes stats: +1 Cun Changes resistances penetration: +17% mind / +20% darkness Changes damage: +6% lightning Equilibrium when hit: +0.04 Maximum psi: +40.00 Mindpower: +12 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +30 Massive two-handed battleaxes.  | 
Ereromikor the steel greatmaul (28.5-42.75 power, 2 apr) Ereromikor the steel greatmaul (28.5-42.75 power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.5 - 42.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * Slows global speed by 10% * leeches stamina from the target On weapon crit: * cripple the target Damage (Melee): +12 mind When wielded/worn: Physical crit. chance: +10.0% Damage when hit (Melee): 7 nature slow Changes stats: +3 Wil Psi when hit: +0.04 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed mauls.  | 
steel greatmaul 'Polelaith' (31-46.5 power, 2 apr) steel greatmaul 'Polelaith' (31-46.5 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 31.0 - 46.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 19% chance to disease On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +14 acid / +20 blight When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+1 eff.) Effects on melee hit: * 20% chance to disease Changes resistances: +3% blight Changes resistances penetration: +5% mind Changes damage: +3% blight / +6% mind Massive two-handed mauls.  | 
Astelrid's Clubstaff (45-67.5 power, 4 apr) Astelrid's Clubstaff (45-67.5 power, 4 apr)Requires: - Strength 23 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 90% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +25% nature Spellpower: +15 (+2 eff.) Healing mod.: +25% Improves the contribution of primary stats on infusions and runes by 15% Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment.  | 
Skyoath the dwarven-steel greatmaul (41-61.5 power, 2 apr) Skyoath the dwarven-steel greatmaul (41-61.5 power, 2 apr)Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 40% chance to daze When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +6% temporal / +7% all Changes resistances penetration: +12% nature Mental save: +6 (+0 eff.) Massive two-handed mauls.  | 
Bokarorek the stralite greatmaul (56.5-84.75 power, 3 apr) Bokarorek the stralite greatmaul (56.5-84.75 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 19% chance to disease * 25% chance for lightning to arc to a second target Damage (Melee): +21 blight / +28 cold / +20 lightning When wielded/worn: Spell save: +15 (+1 eff.) Mental save: +6 (+0 eff.) Poison immunity: +5% Disease immunity: +35% Massive two-handed mauls.  | 
Issaroletar (57-85.5 power, 3 apr) Issaroletar (57-85.5 power, 3 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 26% chance to daze * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +20% Burst (radius 2) on crit: +13 ice When wielded/worn: Armour: +19 Changes stats: +3 Str / +5 Dex / +9 Mag / +5 Wil / +6 Cun / +5 Con Changes resistances penetration: +16% lightning / +10% cold Maximum mana: +60.00 Massive two-handed mauls.  | 
stralite greatmaul 'Satyrnight' (51-76.5 power, 3 apr) stralite greatmaul 'Satyrnight' (51-76.5 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 51.0 - 76.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +24 nature / +24 temporal Burst (radius 2) on crit: +24 fire When wielded/worn: Physical crit. chance: +19.0% Changes resistances: +9% acid / +3% physical / +3% light Changes resistances penetration: +10% nature / +17% fire Physical save: +9 (+0 eff.) Mental save: +30 (+2 eff.) Cut immunity: +5% Confusion immunity: +10% Global speed: +7% Massive two-handed mauls.  | 
voratun greatmaul 'Duathelradiance' (68-102 power, 4 apr) voratun greatmaul 'Duathelradiance' (68-102 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +12 blight When wielded/worn: Armour penetration: +17 Physical crit. chance: +42.0% Physical power: +12 (+1 eff.) Damage when hit (Melee): 4 darkness Changes resistances: +14% all Changes resistances penetration: +20% nature / +25% darkness Critical mult.: +26.00% Reduces incoming crit damage: 15.00% Spellpower on spell critical (stacks up to 3 times): +8 Light radius: +2 Infravision radius: +1 Massive two-handed mauls.  | 
Belisera (39-62.4 power, 2 apr) Belisera (39-62.4 power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 39.0 - 62.4 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 25% chance to put talents on cooldown When wielded/worn: Blindness immunity: +5% Silence immunity: +5% Teleport immunity: +5% Massive two-handed swords.  | 
Emelubretta the Dawnvile (22.5-36 power, 2 apr) Emelubretta the Dawnvile (22.5-36 power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.5 - 36.0 Uses stats: 50% Mag, 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect On weapon crit: * cripple the target Damage (Melee): +8 light / +10 nature / +7 mind When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * 15% chance to blind Changes resistances: +3% fire Changes resistances penetration: +10% light It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed swords.  | 
steel greatsword 'Squalorwilder' (33-52.8 power, 2 apr) steel greatsword 'Squalorwilder' (33-52.8 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 33.0 - 52.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 1) on hit: +13 fire Burst (radius 2) on crit: +4 nature When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * 15% chance to corrode armour Changes resistances: +6% nature Massive two-handed swords.  | 
Colaryem (48-76.8 power, 12 apr) Colaryem (48-76.8 power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 48.0 - 76.8 Uses stats: 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 56% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big.  | 
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 50% Mag, 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts.  | 
Thundersorrow (35-56 power, 2 apr) Thundersorrow (35-56 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stats: 50% Mag, 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to daze Damage (Melee): +4 light Burst (radius 1) on hit: +8 light When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +14% acid / +14% fire / +19% lightning / +14% cold Changes resistances penetration: +10% lightning Spell save: +12 (+1 eff.) Massive two-handed swords.  | 
Toxinquill (35.5-56.8 power, 2 apr) Toxinquill (35.5-56.8 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8 Uses stats: 50% Mag, 120% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% * disrupts spell-casting On weapon crit: * cripple the target Damage (Melee): +4 acid / +12 nature / +19 mind Damage against: +24% Unnatural When wielded/worn: Physical crit. chance: +16.0% Damage when hit (Melee): 8 nature Changes resistances: +15% light / +3% cold Changes resistances penetration: +5% acid Spell save: +9 (+1 eff.) It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed swords.  | 
Ulfydor the Plaguedeath (39-62.4 power, 2 apr) Ulfydor the Plaguedeath (39-62.4 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.0 - 62.4 Uses stats: 50% Mag, 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 mind / +8 nature When wielded/worn: Accuracy: +14 (+2 eff.) Defense: +16 (+1 eff.) Changes resistances: +9% lightning / +12% nature / +5% arcane Changes resistances penetration: +10% nature / +5% mind Disarm immunity: +53% Massive two-handed swords.  | 
Vorona the Windarc (47-75.2 power, 2 apr) Vorona the Windarc (47-75.2 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 47.0 - 75.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +8 nature / +12 fire When wielded/worn: Accuracy: +14 (+2 eff.) Defense: +10 (+1 eff.) Changes resistances penetration: +5% nature / +12% fire Disarm immunity: +42% Global speed: +3% Massive two-handed swords.  | 
Gunisin the stralite greatsword (49.5-79.2 power, 3 apr) Gunisin the stralite greatsword (49.5-79.2 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +20% Damage (Melee): +24 lightning When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +19 Physical crit. chance: +19.0% Changes stats: +6 Str / +2 Dex / +1 Wil Changes damage: +3% acid / +19% physical Critical mult.: +26.00% Spell save: +29 (+2 eff.) Stamina when hit: +3.00 Mana when firing critical spell: +5.00 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Massive two-handed swords.  | 
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside.  | 
Belytta (63.5-101.6 power, 4 apr) Belytta (63.5-101.6 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 111% Damage (Melee): +42 cold Burst (radius 1) on hit: +4 blight / +28 fire When wielded/worn: Accuracy: +21 (+2 eff.) Damage when hit (Melee): 8 arcane Changes stats: +11 Dex Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Changes damage: +3% blight Massive two-handed swords.  | 
Brightstreak (63.5-101.6 power, 4 apr) Brightstreak (63.5-101.6 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 44% chance to daze Damage (Melee): +8 acid Burst (radius 1) on hit: +12 acid When wielded/worn: Armour penetration: +41 Effects on melee hit: * 10 arcane resource burn * Slows global speed by 15% Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +6 Con Changes resistances: +6% light Changes resistances penetration: +20% lightning / +38% physical / +5% light Changes damage: +38% physical Massive two-handed swords.  | 
Camukalthontir the Murkpierce (79.5-127.2 power, 4 apr) Camukalthontir the Murkpierce (79.5-127.2 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 79.5 - 127.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +8 darkness Burst (radius 1) on hit: +20 fire When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +2 Str / +3 Wil Massive two-handed swords.  | 
Poratta the voratun greatsword (62-99.2 power, 4 apr) Poratta the voratun greatsword (62-99.2 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +21 acid When wielded/worn: Physical crit. chance: +4.0% Changes stats: +1 Con Changes resistances penetration: +52% mind / +42% darkness Changes damage: +3% blight Life regen: +0.80 Maximum mana: +40.00 Massive two-handed swords.  | 
Rainnoon (64.5-103.2 power, 4 apr) Rainnoon (64.5-103.2 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +20 mind Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +12 nature When wielded/worn: Accuracy: +13 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 fire Changes stats: +7 Str Changes resistances: +3% nature Changes resistances penetration: +19% acid / +20% fire / +23% lightning / +19% cold Changes damage: +14% physical Stamina when hit: +2.00 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed swords.  | 
Shineminister the voratun greatsword (61-97.6 power, 4 apr) Shineminister the voratun greatsword (61-97.6 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 45% chance to corrode armour * 20% chance to torment the target Damage (Melee): +4 light When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +19 Physical crit. chance: +21.0% Fatigue: -4% Effects on melee hit: * 15% chance to blind Changes resistances penetration: +19% acid / +5% physical / +21% mind / +21% darkness Grants telepathy: Dragon Critical mult.: +33.00% Mental save: +9 (+1 eff.) Life regen: +4.00 Massive two-handed swords.  | 
voratun greatsword 'Dawnriver' (62-99.2 power, 5 apr) voratun greatsword 'Dawnriver' (62-99.2 power, 5 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 blight When wielded/worn: Accuracy: +21 (+2 eff.) Armour penetration: +42 Physical crit. chance: +20.0% Defense: +21 (+2 eff.) Damage when hit (Melee): 16 light Changes resistances: +9% light Changes resistances penetration: +20% physical Changes damage: +12% blight / +21% physical Critical mult.: +28.00% Disarm immunity: +67% Only die when reaching: -60.00 life Maximum stamina: +5.00 Massive two-handed swords.  | 
Trident of the Tides (80-112 power, 20 apr) Trident of the Tides (80-112 power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stats: 50% Mag, 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+1 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 33 power out of 150/150) : Effective talent level: 4.5 Power cost: 33 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 1642.03. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly.  | 
Blazerain the iron longsword (19-26.6 power, 2 apr) Blazerain the iron longsword (19-26.6 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 19.0 - 26.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% lightning Critical mult.: +5.00% Hate when firing a critical mind attack: +1.00 Maximum psi: +30.00 Mindpower: +4 (+0 eff.) Sharp, long, and deadly.  | 
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-3 eff.) Mindpower: +9 (+1 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand.  | 
Blade of Distorted Time (40-56 power, 10 apr) Blade of Distorted Time (40-56 power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 70% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical It can be used to activate talent Rethread (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 356.76 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random.  | 
Everpyre Blade (38-53.2 power, 10 apr) Everpyre Blade (38-53.2 power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire It can be used to activate talent Fire Breath (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 3260.98 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder.  | 
Morrigor (50-70 power, 12 apr) Morrigor (50-70 power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 110% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 952.00 arcane and 952.00 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+2 eff.) Spell crit. chance: +12% This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company.  | 
Twilight's Edge (47-65.8 power, 7 apr) Twilight's Edge (47-65.8 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Physical crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness.  | 
Butcher (48-67.2 power, 12 apr) Butcher (48-67.2 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+2 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time."  | 
Murkquell the voratun longsword (40.5-56.7 power, 6 apr) Murkquell the voratun longsword (40.5-56.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stats: 50% Mag, 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +17 cold Burst (radius 1) on hit: +8 darkness When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +14.0% Physical power: +15 (+1 eff.) Changes stats: +7 Str / +5 Mag / +3 Con Changes resistances penetration: +10% fire Changes damage: +15% physical Spell save: +23 (+2 eff.) Blindness immunity: +10% Stamina when hit: +2.00 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Sharp, long, and deadly.  | 
Spellblade (50-70 power, 2 apr) Spellblade (50-70 power, 2 apr)Requires: - Dexterity 28 - Magic 28 - Strength 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 50.0 - 70.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Mag Changes damage: +18% physical / +18% light / +18% fire Spellpower: +20 (+2 eff.) Spell crit. chance: +9% Light radius: +1 Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff.  | 
The Black Spike (48-67.2 power, 20 apr) The Black Spike (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +5% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world."  | 
Gibeth (25.5-35.7 power, 4 apr) Gibeth (25.5-35.7 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 25.5 - 35.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 111% On weapon crit: * cripple the target Damage (Melee): +14 nature / +14 temporal When wielded/worn: Accuracy: +11 (+1 eff.) Physical crit. chance: +11.0% Damage when hit (Melee): 4 mind Changes stats: +5 Dex Changes resistances: +9% darkness / +4% physical Changes resistances penetration: +5% mind Changes damage: +6% arcane Mental save: +20 (+2 eff.) Poison immunity: +10% Knockback immunity: +10% Blunt and deadly.  | 
Nature's Vengeance (40-56 power, 4 apr) Nature's Vengeance (40-56 power, 4 apr)Requires: - Strength 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 40.0 - 56.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 (+1 eff.) It can be used to activate talent Rush (costing 9 power out of 25/25) : Effective talent level: 3.0 Power cost: 9 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature.  | 
Blazeraider (38.5-53.9 power, 5 apr) Blazeraider (38.5-53.9 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 38.5 - 53.9 Uses stats: 50% Mag, 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour penetration: +13 Damage when hit (Melee): 16 mind Changes stats: +2 Mag Changes resistances penetration: +15% lightning / +11% physical Changes damage: +12% fire / +13% physical Reduces incoming crit damage: 15.00% Equilibrium when hit: +0.36 Mindpower: +4 (+0 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +10 Blunt and deadly.  | 
Hettodil the Dimquencher (34.5-48.3 power, 5 apr) Hettodil the Dimquencher (34.5-48.3 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 34.5 - 48.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +21 cold When wielded/worn: Accuracy: +18 (+2 eff.) Damage when hit (Melee): 8 mind Changes stats: +7 Str / +2 Wil Changes damage: +9% darkness / +18% physical Mental save: +6 (+0 eff.) Stamina when hit: +2.50 Heals friendly targets nearby when you use a nature summon: +10 Blunt and deadly.  | 
stralite mace 'Gloraselle' (37.5-52.5 power, 5 apr) stralite mace 'Gloraselle' (37.5-52.5 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * splashes the target with acid Damage (Melee): +5 acid Burst (radius 1) on hit: +17 fire When wielded/worn: Changes resistances penetration: +13% acid / +12% fire / +12% lightning / +14% cold Critical mult.: +10.00% Physical save: +12 (+1 eff.) Stun/Freeze immunity: +20% Maximum hate: +4.00 Blunt and deadly.  | 
Mucusslicer the voratun mace (58.5-81.9 power, 6 apr) Mucusslicer the voratun mace (58.5-81.9 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 58.5 - 81.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +14 nature / +20 temporal When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Physical power: +6 (+1 eff.) Changes stats: +1 Str / +2 Con Changes resistances: +3% temporal / +2% physical Changes damage: +6% nature Critical mult.: +20.00% Stamina each turn: +0.20 Blunt and deadly.  | 
Nimbusburst the voratun mace (45-63 power, 6 apr) Nimbusburst the voratun mace (45-63 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.0 - 63.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25 arcane resource burn * 25% chance to put talents on cooldown On weapon crit: * burns latent spell energy When wielded/worn: Armour penetration: +14 Effects on melee hit: * Slows global speed by 30% * 15% chance to daze Changes resistances: +3% temporal / +12% cold Changes resistances penetration: +15% physical Changes damage: +14% physical Blunt and deadly.  | 
Polumina the voratun mace (47-65.8 power, 6 apr) Polumina the voratun mace (47-65.8 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +59 insidious poison When wielded/worn: Armour penetration: +14 Changes stats: +3 Dex / +1 Wil / +2 Con Changes resistances penetration: +5% arcane / +12% physical Changes damage: +14% physical Light radius: +1 Blunt and deadly.  | 
Emath (16.5-23.1 power, 3 apr) Emath (16.5-23.1 power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 16.5 - 23.1 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 8% * leeches stamina from the target On weapon crit: * cripple the target Burst (radius 1) on hit: +4 mind When wielded/worn: Physical crit. chance: +5.0% Damage when hit (Melee): 5 nature slow Changes stats: +2 Cun Changes resistances: +6% acid Mental save: +3 (+0 eff.) One-handed war axes.  | 
Greenmoon (13.5-18.9 power, 3 apr) Greenmoon (13.5-18.9 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +10 light / +16 arcane Burst (radius 1) on hit: +12 mind Damage against: +15% Undead When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 mind / 8 nature Changes damage: +12% mind One-handed war axes.  | 
Hettosin the Umbrasquall (14-19.6 power, 3 apr) Hettosin the Umbrasquall (14-19.6 power, 3 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 6% * 26 arcane resource burn * 40% chance to inflict damage reduction On weapon crit: * burns latent spell energy Damage (Melee): +5 temporal / +7 nature When wielded/worn: Changes resistances: +3% fire One-handed war axes.  | 
steel waraxe 'Hellsnight' (15-21 power, 3 apr) steel waraxe 'Hellsnight' (15-21 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 15.0 - 21.0 Uses stats: 50% Mag, 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 17% chance to corrode armour Damage (Melee): +8 fire When wielded/worn: Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Changes resistances: +6% blight / +1% physical / +6% mind Changes resistances penetration: +9% acid Spell save: +10 (+1 eff.) Mental save: +25 (+2 eff.) Life regen: +1.30 One-handed war axes.  | 
Elimira the stralite waraxe (33-46.2 power, 6 apr) Elimira the stralite waraxe (33-46.2 power, 6 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 9% chance to inflict damage reduction * 25% chance for lightning to arc to a second target * 20% chance to curse the target On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +10% Damage (Melee): +7 lightning / +4 blight When wielded/worn: Physical crit. chance: +9.0% Changes stats: +2 Wil Spell save: +12 (+1 eff.) One-handed war axes.  | 
Polalle the Deepsrock (35-49 power, 5 apr) Polalle the Deepsrock (35-49 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 35.0 - 49.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction On weapon crit: * cripple the target Damage (Melee): +16 temporal When wielded/worn: Physical crit. chance: +25.0% Damage when hit (Melee): 17 temporal Changes stats: +1 Str / +3 Dex / +2 Cun Changes resistances: +3% mind / +20% temporal Grants telepathy: Humanoid/Orc Light radius: +4 One-handed war axes.  | 
Huryntir the voratun waraxe (40-56 power, 6 apr) Huryntir the voratun waraxe (40-56 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 35% chance to cause random gloom On weapon crit: * wounds the target reducing their healing Damage (Melee): +37 mind Burst (radius 1) on hit: +12 mind When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Physical power: +15 (+1 eff.) Changes stats: +3 Cun / +7 Wil Changes resistances: +6% blight Changes resistances penetration: +5% blight / +15% physical / +10% mind Changes damage: +15% physical Maximum hate: +8.00 One-handed war axes.  | 
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stats: 50% Mag, 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale.  | 
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 60% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 5 power out of 10/10) : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 660.78 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it.  | 
Dagger of the Past (25-32.5 power, 20 apr) Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 100% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+1 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+1 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past.  | 
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades.  | 
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 50% Mag, 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm.  | 
Spelldrinker (27-35.1 power, 8 apr) Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 45% Str, 55% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+1 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own.  | 
Star (25-32.5 power, 20 apr) Star (25-32.5 power, 20 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows.  | 
dwarven-steel dagger 'Arckill' (25-32.5 power, 7 apr) dwarven-steel dagger 'Arckill' (25-32.5 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +8 acid / +9 temporal / +8 nature / +4 lightning Burst (radius 2) on crit: +8 lightning When wielded/worn: Changes resistances penetration: +10% temporal Sharp, short and deadly.  | 
Armokor the voratun dagger (36-46.8 power, 9 apr) Armokor the voratun dagger (36-46.8 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +16 mind / +16 acid When wielded/worn: Defense: +6 (+0 eff.) Ranged Defense: +6 (+0 eff.) Damage when hit (Melee): 4 mind Changes stats: +1 Str / +2 Dex Changes resistances: +9% lightning Changes resistances penetration: +12% mind / +12% darkness Physical save: +30 (+2 eff.) Poison immunity: +15% Equilibrium when hit: +0.12 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, short and deadly.  | 
Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 35% Str, 30% Cun, 50% Mag, 35% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 14 power out of 40/40) : Effective talent level: 3.0 Power cost: 14 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 231.32 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it.  | 
Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 33 power out of 60/60) : Effective talent level: 1.0 Power cost: 33 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 552 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body.  | 
Brenideruintir the Cobrawolf (5-5.5 power, 18 apr, mind damage) Brenideruintir the Cobrawolf (5-5.5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Mind Mastery: Psiblades 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 40% When wielded/worn: Changes damage: +4% acid Disease immunity: +10% Confusion immunity: +5% Life regen: +0.60 Equilibrium when hit: +0.70 Maximum life: +10.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +14 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.  | 
Emeloba (5.5-6.05 power, 18 apr, nature damage) Emeloba (5.5-6.05 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural mindstar summons a caller. Base power: 5.5 - 6.1 Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Str / +1 Mag / +3 Cun Critical mult.: +7.00% Physical save: +2 (+0 eff.) Spell save: +3 (+0 eff.) Mental save: +3 (+0 eff.) Equilibrium when hit: +0.50 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% See invisible: +6 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
Kinetic Focus (6-6.6 power, 18 apr, physical damage) Kinetic Focus (6-6.6 power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+0 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar.  | 
vined mindstar 'Scorpionorder' (5-5.5 power, 18 apr, nature damage) vined mindstar 'Scorpionorder' (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural sand should be returned to the wyrm. The natural wyrm seeks an element. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 lightning / 9 physical / 3 cold / 3 acid / 3 fire Changes resistances: +4% lightning / +10% physical / +3% cold / +4% fire / +6% nature / +2% acid Changes resistances penetration: +15% nature / +9% physical Changes damage: +3% darkness / +8% physical Life regen: +0.50 Maximum life: +12.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% It can be used to activate talent Burrow, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 47 of target armor and 23% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
Girig (12.5-13.75 power, 32 apr, mind damage) Girig (12.5-13.75 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar is wrathful to the hated. The natural wyrm seeks an element. Base power: 12.5 - 13.8 Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +4 (+1 eff.) Damage when hit (Melee): 6 lightning / 6 physical / 5 cold / 7 acid / 7 fire Changes resistances: +7% lightning / +5% physical / +9% fire / +8% cold / +6% acid Changes damage: +7% acid / +9% physical Life regen: +0.80 Equilibrium when hit: +1.70 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum stamina: +20.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +10% 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.  | 
Cystsquall the living mindstar (15.5-17.05 power, 40 apr, nature damage) Cystsquall the living mindstar (15.5-17.05 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. This natural lightning should be returned to the wyrm. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 arcane When wielded/worn: Damage when hit (Melee): 20 lightning / 8 mind Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +11 Cun / +3 Con Changes resistances: +18% lightning Changes resistances penetration: +11% lightning Changes damage: +16% lightning / +9% arcane / +12% nature Critical mult.: +18.00% Hate when firing a critical mind attack: +4.00 Maximum hate: +20.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Life leech chance: +23% Life leech: +8% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
living mindstar 'Arayon' (17-18.7 power, 40 apr, mind damage) living mindstar 'Arayon' (17-18.7 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. This mindstar will resonate with other psionic mindstars. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +2 (+1 eff.) Physical crit. chance: +5.0% Changes stats: +6 Cun / +2 Con Changes resistances: +10% mind / +12% acid Changes resistances penetration: +10% mind Changes damage: +8% mind Critical mult.: +28.00% Maximum encumbrance: +10 Psi when hit: +2.50 Hate when firing a critical mind attack: +6.00 Maximum hate: +25.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Life leech chance: +25% Life leech: +24% Damage Resonance (when hit): +22% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
living mindstar 'Beryruirath' (17.5-19.25 power, 40 apr, mind damage) living mindstar 'Beryruirath' (17.5-19.25 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 17.5 - 19.3 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn When wielded/worn: Armour: +10 Damage when hit (Melee): 20 ice Changes stats: +1 Str / +2 Dex / +2 Mag Changes resistances: +9% blight / +20% cold / +18% darkness Changes resistances penetration: +20% darkness / +20% cold Changes damage: +6% temporal / +20% cold / +20% darkness / +9% nature Talent mastery: +0.20 Cursed / Darkness Blindness immunity: +25% Disease immunity: +24% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Infravision radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty.  | 
Focus Whip (19-20.9 power, 7 apr) Focus Whip (19-20.9 power, 7 apr)Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 19.0 - 20.9 Uses stats: 20% Wil, 10% Cun, 50% Mag, 70% Dex Damage type: Mind Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy is based on willpower for this weapon. Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 125% When wielded/worn: Mindpower: +10 (+1 eff.) Mental crit. chance: +3% It can be used to strike all targets in a line (for 100%% weapon damage as mind) out to range 4, costing 6 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will.  | 
Whip of Urh'Rok (55-60.5 power, 0 apr) Whip of Urh'Rok (55-60.5 power, 0 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stats: 50% Mag, 100% Dex Damage type: Fire repulsion Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +0 Physical crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes damage: +20% blight / +20% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +15 (+2 eff.) See invisible: +2 When carried: Changes damage: +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat.  | 
Galequench GalequenchRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 On weapon hit: * 20% chance to daze When wielded/worn: Accuracy: +6 (+1 eff.) Physical power: +7 (+1 eff.) Changes stats: +3 Str Changes resistances: +3% light Changes resistances penetration: +12% physical Changes damage: +9% physical Talent cooldown: Steady Shot (-1 turn) Silence immunity: +10% Confusion immunity: +15% Longbows are used to shoot arrows at your foes.  | 
Toresadan the ash longbow Toresadan the ash longbowRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Burst (radius 2) on crit: +4 acid When wielded/worn: Physical power: +13 (+1 eff.) Changes stats: +4 Str / +2 Dex Changes resistances: +6% acid Longbows are used to shoot arrows at your foes.  | 
ash longbow 'Scorpionvortex' ash longbow 'Scorpionvortex'Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 On weapon hit: * Slows global speed by 20% Burst (radius 1) on hit: +2 nature When wielded/worn: Changes stats: +2 Con Changes resistances penetration: +10% nature / +16% physical Changes damage: +20% physical Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 60 life over 5 turns, putting all charms on cooldown for 11 turns. Longbows are used to shoot arrows at your foes.  | 
Urthusta the yew longbow Urthusta the yew longbowRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon hit: * Slows global speed by 40% When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +3 Str Changes resistances: +3% mind / +5% arcane Spell save: +3 (+0 eff.) Blindness immunity: +5% Stun/Freeze immunity: +5% Longbows are used to shoot arrows at your foes.  | 
Viperwrack the yew longbow Viperwrack the yew longbowRequires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Nature Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon hit: * Slows global speed by 40% Damage (Ranged): +16 fire / +12 nature When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances: +3% lightning / +5% arcane / +3% darkness / +4% all Changes resistances penetration: +11% nature / +8% fire Talent cooldown: Steady Shot (-1 turn) Global speed: +3% Longbows are used to shoot arrows at your foes.  | 
elven-wood longbow 'Glima' elven-wood longbow 'Glima'Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Dex / +2 Mag Changes damage: +12% arcane / +12% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Spell save: +3 (+0 eff.) Disarm immunity: +5% Confusion immunity: +10% Pinning immunity: +15% Stun/Freeze immunity: +15% Spellpower: +11 (+1 eff.) Longbows are used to shoot arrows at your foes.  | 
Barazilagen the dragonbone longbow Barazilagen the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 19% chance to corrode armour Damage (Ranged): +27 nature When wielded/worn: Changes stats: +4 Dex Changes resistances: +5% arcane / +7% all Changes resistances penetration: +12% nature / +15% acid Physical save: +9 (+0 eff.) Mental save: +3 (+0 eff.) Teleport immunity: +15% Life regen: +1.70 Spell crit. chance: +2% Longbows are used to shoot arrows at your foes.  | 
Bokiran BokiranRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 60% chance to disease Damage (Ranged): +40 fire Burst (radius 1) on hit: +4 blight When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +14.0% Changes resistances: +6% acid Changes damage: +21% mind / +40% fire Critical mult.: +15.00% Mental save: +6 (+0 eff.) Mental crit. chance: +3% Longbows are used to shoot arrows at your foes.  | 
Glorisera GloriseraRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). Damage (Ranged): +20 fire When wielded/worn: Armour penetration: +2 Physical power: +15 (+1 eff.) Changes stats: +10 Str / +9 Mag Changes resistances: +3% physical Changes damage: +15% arcane / +20% fire Maximum life: +60.00 Maximum stamina: +10.00 Spellpower: +15 (+2 eff.) Healing mod.: +10% Longbows are used to shoot arrows at your foes.  | 
Mirewinnow MirewinnowRequires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 On weapon hit: * Slows global speed by 60% Travel speed: +200% Burst (radius 1) on hit: +2 mind Burst (radius 2) on crit: +2 nature When wielded/worn: Physical power: +15 (+1 eff.) Changes stats: +6 Str Changes resistances: +17% acid / +3% light / +3% blight / +17% fire / +17% cold / +17% lightning Grants telepathy: Dragon Spell save: +21 (+2 eff.) Mental save: +6 (+0 eff.) Maximum hate: +4.00 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +10 Longbows are used to shoot arrows at your foes.  | 
Splendourfear the dragonbone longbow Splendourfear the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +13 fire Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +2 light When wielded/worn: Physical power: +11 (+1 eff.) Changes stats: +7 Str Changes resistances: +6% temporal Changes resistances penetration: +20% temporal / +20% physical Changes damage: +22% physical / +9% light / +19% fire Light radius: +1 Longbows are used to shoot arrows at your foes.  | 
Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+1 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 5 power out of 8/8) : Effective talent level: 3.0 Power cost: 5 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable.  | 
Kindlepiercer the reinforced leather sling Kindlepiercer the reinforced leather slingRequires: - Dexterity 35 - Talent Shoot Infused by nature Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +29 fire When wielded/worn: Physical power: +12 (+1 eff.) Effects on ranged hit: * 12 arcane resource burn Changes stats: +5 Str / +4 Wil / +6 Cun Changes resistances: +6% light Changes resistances penetration: +20% light / +13% fire Changes damage: +12% light Talent mastery: +0.20 Wild-gift / Antimagic Psi when hit: +0.08 Mindpower: +13 (+1 eff.) Global speed: +5% Heals friendly targets nearby when you use a nature summon: +10 Slings are used to hurl stones or metal shots at your foes.  | 
Xeba the drakeskin leather sling Xeba the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 19% chance to daze Damage (Ranged): +29 nature When wielded/worn: Effects on ranged hit: * 23 arcane resource burn Changes stats: +4 Str / +4 Dex / +4 Mag / +10 Wil / +15 Cun / +3 Con Changes resistances: +9% lightning / +9% fire / +7% all Changes resistances penetration: +14% lightning / +12% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +15 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 Mindpower: +18 (+1 eff.) Mental crit. chance: +2% Slings are used to hurl stones or metal shots at your foes.  | 
Xereldalaith XereldalaithRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 17% chance to daze When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +14.0% Physical power: +2 (+1 eff.) Changes stats: +3 Str / +9 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +14% lightning / +5% mind Changes damage: +3% mind Critical mult.: +15.00% Maximum stamina: +5.00 Slings are used to hurl stones or metal shots at your foes.  | 
Adynor the Cracklewinnow (13/13, 21.5-30.1 power, 7 apr) Adynor the Cracklewinnow (13/13, 21.5-30.1 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 13 On weapon hit: * 40% chance to daze * 25% chance for lightning to arc to a second target * 10% chance to knock the target back Damage (Ranged): +11 lightning / +9 cold / +15 physical Burst (radius 1) on hit: +8 lightning Arrows are used with bows to pierce your foes to death.  | 
quiver of ash arrows 'Cyressra' (16/16, 22.5-31.5 power, 7 apr) quiver of ash arrows 'Cyressra' (16/16, 22.5-31.5 power, 7 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 22.5 - 31.5 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 16 Damage (Ranged): +24 blight / +15 temporal / +15 nature / +8 arcane Arrows are used with bows to pierce your foes to death.  | 
storming quiver of ash arrows of warping (16/16, 21-29.4 power, 7 apr) storming quiver of ash arrows of warping (16/16, 21-29.4 power, 7 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 16 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +12 lightning / +8 temporal / +8 physical Burst (radius 2) on crit: +7 lightning Arrows are used with bows to pierce your foes to death.  | 
Ce'Nurithra (18/18, 33-46.2 power, 10 apr) Ce'Nurithra (18/18, 33-46.2 power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 33.0 - 46.2 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +15 Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 18 On weapon hit: * Slows global speed by 20% * 40 arcane resource burn * 10% chance to knock the target back * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +28 physical / +12 mind Burst (radius 2) on crit: +4 mind Arrows are used with bows to pierce your foes to death.  | 
Greenvengeance (18/18, 42-58.8 power, 14 apr) Greenvengeance (18/18, 42-58.8 power, 14 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 42.0 - 58.8 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Nature Accuracy bonus: +0.2% crit / acc Accuracy: +21 Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 18 On weapon hit: * 20% chance to torment the target Damage (Ranged): +14 temporal / +17 darkness / +4 blight / +8 arcane / +33 nature / +17 mind Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +8 nature Arrows are used with bows to pierce your foes to death.  | 
Quiver of the Sun (23/25, 34-47.6 power, 15 apr) Quiver of the Sun (23/25, 34-47.6 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state.  | 
The Titan's Quiver (17/18, 62-86.8 power, 20 apr) The Titan's Quiver (17/18, 62-86.8 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 50% Dex, 50% Mag, 70% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen.  | 
quiver of dragonbone arrows 'Betedatha' (21/21, 67.5-94.5 power, 30 apr) quiver of dragonbone arrows 'Betedatha' (21/21, 67.5-94.5 power, 30 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 67.5 - 94.5 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +15.0% Capacity: 21 On weapon hit: * Random elemental explosion Travel speed: +200% Damage (Ranged): +20 mind Burst (radius 1) on hit: +32 mind / +22 fire Burst (radius 2) on crit: +4 mind Arrows are used with bows to pierce your foes to death.  | 
Splendourumbra (17/82, 18-21.6 power, 2 apr) Splendourumbra (17/82, 18-21.6 power, 2 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 2 Base power: 18.0 - 21.6 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +4.5% Capacity: 82 On weapon hit: * 40% chance to gain 10% of a turn On weapon crit: * wounds the target Damage (Ranged): +7 bleed / +4 temporal Burst (radius 1) on hit: +4 light When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death.  | 
Mayymira the Stormimmortal (21/21, 46-55.2 power, 5 apr) Mayymira the Stormimmortal (21/21, 46-55.2 power, 5 apr)Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 46.0 - 55.2 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +5.5% Capacity: 21 On weapon hit: * Slows global speed by 40% * 40 arcane resource burn * 40% chance to daze * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +20 lightning / +12 temporal / +14 nature Burst (radius 2) on crit: +14 lightning Shots are used with slings to pummel your foes to death.  | 
Wind Worn Shot (25/25, 39-46.8 power, 15 apr) Wind Worn Shot (25/25, 39-46.8 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds.  | 
Balyruihor the Strikepanic (20/20, 50.5-60.6 power, 6 apr) Balyruihor the Strikepanic (20/20, 50.5-60.6 power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 50.5 - 60.6 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +22.0% Capacity: 20 On weapon hit: * 20% chance to daze * 20% chance to torment the target On weapon crit: * cripple the target Damage (Ranged): +16 lightning / +20 temporal / +20 darkness / +20 mind / +20 nature Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +8 lightning Shots are used with slings to pummel your foes to death.  | 
steel shield 'Isida' (6 def, 2 armour, 39 block) steel shield 'Isida' (6 def, 2 armour, 39 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+0 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage when hit (Melee): 8 mind / 14 fire Changes resistances: +12% mind Changes resistances penetration: +10% mind Talent granted: +2 Block Handheld deflection devices.  | 
steel shield of patience (6 def, 2 armour, 40 block) steel shield of patience (6 def, 2 armour, 40 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+0 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 12 temporal Changes resistances: +11% temporal Talent granted: +2 Block Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 17 cooldown : Effective talent level: 4.5 Power cost: 17 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 (1054) is absorbed, or the time runs out (9 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 49%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices.  | 
Piercing Gaze (5 def, 25 armour, 180 block) Piercing Gaze (5 def, 25 armour, 180 block)Requires: - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +25 Defense: +5 (+0 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it.  | 
Shieldsmaiden (5 def, 20 armour, 150 block) Shieldsmaiden (5 def, 20 armour, 150 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+0 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield.  | 
Summertide (17 def, 15 armour, 260 block) Summertide (17 def, 15 armour, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +17 (+1 eff.) Ranged Defense: +17 (+1 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +20% light / +10% fire / +15% darkness / +12% mind Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+1 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+1 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 1055.60 to 1319.50 light damage (based on Willpower and Cunning), costing 7 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind.  | 
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes.  | 
Glayawen the cashmere robe (2 def, 2 armour) Glayawen the cashmere robe (2 def, 2 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +2 (+0 eff.) Changes resistances: +18% cold / +37% fire Changes damage: +12% cold / +6% temporal / +25% fire Disease immunity: +10% Stun/Freeze immunity: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
Chargelore the silk robe (3 def, 0 armour) Chargelore the silk robe (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +1 Dex Changes resistances: +25% acid / +21% cold Changes resistances penetration: +15% lightning Changes damage: +17% acid / +14% cold Mental save: +27 (+2 eff.) Mindpower: +5 (+0 eff.) Mental crit. chance: +5% See invisible: +6 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
Hettelathagrim the Ashnight (3 def, 0 armour) Hettelathagrim the Ashnight (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 8 nature Changes resistances: +21% darkness / +15% fire Changes resistances penetration: +5% fire Changes damage: +6% nature / +6% fire / +14% darkness / +9% all Mental save: +24 (+2 eff.) Spellpower: +14 (+2 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
111 (5 def, 0 armour) 111 (5 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +16 Cun / +2 Wil Changes resistances: +3% lightning / +3% temporal / +30% nature Changes damage: +20% darkness / +20% light / +17% arcane / +20% nature Grants telepathy: Dragon Critical mult.: +19.00% Pinning immunity: +15% Stun/Freeze immunity: +15% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum mana: +86.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +10% Mindpower: +4 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +40 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
Aditira the elven-silk robe (5 def, 0 armour) Aditira the elven-silk robe (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Damage when hit (Melee): 4 acid Changes resistances: +30% darkness / +3% acid Changes resistances penetration: +5% acid / +15% mind / +20% arcane Changes damage: +6% acid / +18% mind / +9% arcane / +20% darkness Spell save: +30 (+2 eff.) Psi each turn: +0.84 Maximum psi: +37.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +6 (+0 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+2 eff.) Blindness immunity: +50% Spellpower: +30 (+3 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power.  | 
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+1 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+2 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind.  | 
Poraldamira the elven-silk robe (5 def, 0 armour) Poraldamira the elven-silk robe (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Fatigue: -6% Changes stats: +10 Mag / +4 Wil / +6 Cun Changes resistances penetration: +15% temporal / +15% physical Changes damage: +15% physical / +20% darkness / +17% light / +20% temporal / +20% all Life regen: +0.40 Maximum vim: +30.00 Spellpower: +29 (+3 eff.) Spell crit. chance: +13% Infravision radius: +3 Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
Scorchraider (5 def, 0 armour) Scorchraider (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +10 Cun Changes resistances: +16% acid / +20% physical / +16% fire / +20% cold Changes resistances penetration: +15% fire Changes damage: +15% acid / +11% physical / +18% fire / +15% cold Talent cooldown: Refit Golem (-6 turns) Critical mult.: +20.00% Mental save: +3 (+0 eff.) Mana each turn: +0.36 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum mana: +100.00 Maximum psi: +30.00 Spellpower: +30 (+3 eff.) Spell crit. chance: +14% Heals friendly targets nearby when you use a nature summon: +20 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
Sewerbreacher (5 def, 0 armour) Sewerbreacher (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +5 Cun / +3 Dex Changes resistances: +17% mind / +17% physical Changes resistances penetration: +10% nature Changes damage: +17% mind / +17% physical Critical mult.: +18.00% Maximum encumbrance: +30 Life regen: +0.40 Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Maximum stamina: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
elven-silk robe 'Hellsorrow' (5 def, 0 armour) elven-silk robe 'Hellsorrow' (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Damage when hit (Melee): 12 fire Changes stats: +2 Con / +5 Mag Changes resistances: +20% acid / +20% physical / +17% fire / +20% cold Changes resistances penetration: +15% physical / +15% temporal / +10% fire Changes damage: +15% acid / +19% temporal / +6% blight / +15% cold / +15% fire / +34% physical Talent cooldown: Refit Golem (-5 turns) Spell save: +24 (+2 eff.) Mana each turn: +0.08 Maximum mana: +40.00 Maximum vim: +30.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Reduces paradox anomalies(equivalent to willpower): +14 A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
elven-silk robe 'Umbrasin' (5 def, 8 armour) elven-silk robe 'Umbrasin' (5 def, 8 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances penetration: +17% mind / +5% darkness Changes damage: +17% darkness / +20% mind / +15% light Spell save: +6 (+0 eff.) Poison immunity: +10% Disease immunity: +5% Silence immunity: +36% Psi each turn: +0.96 Spellpower on spell critical (stacks up to 3 times): +7 Maximum psi: +30.00 Spellpower: +27 (+3 eff.) Spell crit. chance: +9% Mindpower: +8 (+1 eff.) Mental crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +29% A cloth vestment. It offers no intrinsic protection but can be enchanted.  | 
Eel-skin armour (10 def, 1 armour) Eel-skin armour (10 def, 1 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +1 Defense: +10 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Poison immunity: +30% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 10 power out of 50/50) : Effective talent level: 2.0 Power cost: 10 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 363.22 to 1089.66 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck.  | 
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+1 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony.  | 
Aeruneg (3 def, 23 armour) Aeruneg (3 def, 23 armour)Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +23 Defense: +3 (+0 eff.) Fatigue: +8% Damage (Melee): 15 fire Damage (Ranged): 14 fire Damage when hit (Melee): 8 temporal Changes resistances: +30% physical / +32% fire / +20% cold Changes resistances penetration: +15% arcane A suit of armour made of leather.  | 
Hellusher the hardened leather armour (3 def, 6 armour) Hellusher the hardened leather armour (3 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 4 fire Changes stats: +2 Mag / +3 Wil / +4 Con Changes resistances: +3% acid Reduces incoming crit damage: 15.00% Infravision radius: +1 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather.  | 
Bleaklash the drakeskin leather armour (5 def, 8 armour) Bleaklash the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +19 Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Damage (Melee): 10 acid Damage (Ranged): 10 acid Damage when hit (Melee): 12 darkness Changes stats: +3 Mag Changes resistances: +26% acid / +6% temporal / +9% darkness / +30% fire / +24% nature Changes resistances penetration: +10% temporal Life regen: +13.50 Infravision radius: +2 See invisible: +6 Healing mod.: +28% A suit of armour made of leather.  | 
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+1 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+2 eff.) Mindpower: +10 (+1 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands.  | 
Emeleyatha (26 def, 16 armour) Emeleyatha (26 def, 16 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +26 (+2 eff.) Ranged Defense: +6 (+0 eff.) Fatigue: +8% Damage (Melee): 23 acid / 21 fire Damage when hit (Melee): 14 acid / 15 fire / 12 arcane Changes stats: +6 Cun Changes resistances: +30% acid / +3% temporal / +9% blight / +53% fire / +6% cold Mental save: +25 (+2 eff.) Pinning immunity: +20% A suit of armour made of leather.  | 
Emodhebrevea (5 def, 8 armour) Emodhebrevea (5 def, 8 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Damage (Melee): 10 acid Damage (Ranged): 8 acid Changes resistances: +30% acid / +9% physical / +19% blight / +6% cold / +49% nature / +6% lightning Changes damage: +6% mind Reduced damage from: +15% Unnatural Physical save: +22 (+1 eff.) Poison immunity: +15% Cut immunity: +25% Maximum hate: +6.00 Maximum psi: +10.00 A suit of armour made of leather.  | 
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+1 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 66 It can be used to activate talent Blood Grasp (costing 7 power out of 12/12) : Effective talent level: 5.0 Power cost: 7 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 1520.93 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again.  | 
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+1 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+2 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 7 power out of 16/16) : Effective talent level: 5.6 Power cost: 7 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 902.63 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm.  | 
Blastrune the steel mail armour (2 def, 6 armour) Blastrune the steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 20 lightning Changes resistances: +7% arcane Changes resistances penetration: +25% lightning Changes damage: +6% lightning Spell save: +15 (+1 eff.) A suit of armour made of mail.  | 
Goretrial the steel mail armour (2 def, 6 armour) Goretrial the steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Damage when hit (Melee): 4 nature Changes resistances: +16% fire Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Mindpower: +2 (+0 eff.) A suit of armour made of mail.  | 
Ereblek (8 def, 13 armour) Ereblek (8 def, 13 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +13 Defense: +8 (+0 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Cun / +5 Wil Changes resistances: +3% temporal / +15% fire Spell save: +3 (+0 eff.) Mental save: +25 (+2 eff.) A suit of armour made of mail.  | 
Airglory (4 def, 17 armour) Airglory (4 def, 17 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+0 eff.) Fatigue: +16% Effects on melee hit: * 15% chance to corrode armour * 45% chance to daze Changes resistances: +12% acid / +11% physical / +12% cold / +9% lightning / +39% fire Changes resistances penetration: +5% lightning Changes damage: +6% lightning Life regen: +6.80 Stamina each turn: +2.10 Hate when firing a critical mind attack: +1.00 Mindpower: +6 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +30 A suit of armour made of mail.  | 
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+1 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 27 power out of 80/80) : Effective talent level: 4.5 Power cost: 27 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 370.48 fire damage in a radius of 5 each turn for 9 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields.  | 
Yvirena (5 def, 10 armour) Yvirena (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 14 light / 8 temporal Changes stats: +6 Wil Changes resistances: +29% blight / +30% fire / +30% darkness / +6% arcane Spell save: +6 (+0 eff.) Poison immunity: +15% Stun/Freeze immunity: +5% Teleport immunity: +10% Life regen: +7.00 Stamina each turn: +2.50 Only die when reaching: -100.00 life Light radius: +2 A suit of armour made of mail.  | 
Nerewen (4 def, 9 armour) Nerewen (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+0 eff.) Fatigue: +22% Damage when hit (Melee): 12 acid Changes stats: +3 Dex Changes resistances: +21% fire Physical save: +15 (+1 eff.) A suit of armour made of metal plates.  | 
Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+0 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight.  | 
Arthudin (5 def, 11 armour) Arthudin (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+0 eff.) Fatigue: +24% Changes stats: +8 Str / +3 Con Changes resistances: +6% acid / +15% physical / +13% darkness / +7% lightning / +5% cold / +7% mind / +7% fire Changes resistances penetration: +15% blight Changes damage: +6% mind Talent cooldown: Rush (-5 turns) Mental save: +12 (+1 eff.) Disarm immunity: +24% Stun/Freeze immunity: +23% Knockback immunity: +27% Mindpower: +2 (+0 eff.) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 110 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates.  | 
Giluhek the dwarven-steel plate armour (5 def, 11 armour) Giluhek the dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+0 eff.) Fatigue: +24% Changes stats: +3 Str / +3 Con Changes resistances: +28% acid / +5% physical / +25% cold / +9% lightning / +6% fire Changes damage: +9% acid Talent cooldown: Rush (-5 turns) Disarm immunity: +25% Stun/Freeze immunity: +25% Knockback immunity: +24% Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +60.00 A suit of armour made of metal plates.  | 
Duveroddandur (7 def, 21 armour) Duveroddandur (7 def, 21 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +21 Defense: +7 (+0 eff.) Fatigue: +26% Changes stats: +9 Cun / +6 Wil Changes resistances: +12% acid / +9% physical / +9% lightning / +9% cold / +7% arcane / +9% fire Grants telepathy: Dragon Spell save: +16 (+1 eff.) Mental save: +19 (+1 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.12 A suit of armour made of metal plates.  | 
Duskbiter (9 def, 16 armour) Duskbiter (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+1 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 13 light Changes stats: +9 Cun / +13 Wil Changes resistances: +27% blight / +17% temporal / +10% mind / +32% darkness Changes resistances penetration: +5% temporal Mental save: +43 (+3 eff.) Light radius: +2 A suit of armour made of metal plates.  | 
Zeruvor the Skyonslaught (9 def, 16 armour) Zeruvor the Skyonslaught (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+1 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to daze Changes stats: +9 Cun / +9 Wil Changes resistances: +9% darkness / +9% physical Changes resistances penetration: +5% arcane Changes damage: +12% lightning Physical save: +25 (+2 eff.) Spell save: +24 (+2 eff.) Mental save: +25 (+2 eff.) Life regen: +3.10 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +99.00 Healing mod.: +30% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A suit of armour made of metal plates.  | 
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers.  | 
Jaw of Rogroth Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 13 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting.  | 
Lisabeth LisabethPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Defense: +9 (+1 eff.) Fatigue: -2% Changes stats: +3 Cun / +3 Mag Physical save: +36 (+3 eff.) Spell save: +10 (+1 eff.) Stamina each turn: +0.40 Mana each turn: +0.32 Maximum life: +10.00 Maximum mana: +42.00 Size category: +1 A belt that goes around your waist.  | 
Neira's Memory Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 2820, based on Magic) for 10 turns, costing 11 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira.  | 
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+2 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 17 power out of 30/30) : Effective talent level: 5.2 Power cost: 17 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 48% chance to completely evade them and granting you 342 defense for 27 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent.  | 
Chamylin the drakeskin leather belt Chamylin the drakeskin leather beltCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +8 (+1 eff.) Defense: +19 (+2 eff.) Changes stats: +3 Con Changes resistances: +6% acid Changes damage: +6% mind Reduced damage from: +45% Summoned Stealth bonus: +12 Physical save: +15 (+1 eff.) Poison immunity: +15% Knockback immunity: +5% Only die when reaching: -40.00 life Mindpower: +12 (+1 eff.) A belt that goes around your waist.  | 
Chargemortal the drakeskin leather belt Chargemortal the drakeskin leather beltCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +15 Defense: +11 (+1 eff.) Effects on melee hit: * 49% chance to daze Damage when hit (Melee): 8 lightning Changes resistances: +6% temporal Changes resistances penetration: +15% temporal Changes damage: +3% lightning Reduced damage from: +45% Summoned Critical mult.: +15.00% Physical save: +25 (+2 eff.) A belt that goes around your waist.  | 
enveloping linen cloak of protection (7 def, 0 armour) enveloping linen cloak of protection (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+0 eff.) Physical save: +5 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +5 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
Polymira the Cindersting (13 def, 0 armour) Polymira the Cindersting (13 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+1 eff.) Changes stats: +3 Cun / +3 Dex Changes resistances: +8% acid / +8% cold / +14% fire / +5% arcane / +8% lightning Changes resistances penetration: +5% fire Physical save: +11 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
Sunmonster the cashmere cloak (2 def, 0 armour) Sunmonster the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Defense: +2 (+0 eff.) Fatigue: -5% Changes resistances: +6% acid / +9% fire / +31% darkness / +9% cold Changes resistances penetration: +24% darkness Changes damage: +33% darkness / +6% light Stealth bonus: +31 Physical save: +9 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Mindpower: +6 (+0 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 3.0 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 213 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware.  | 
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world."  | 
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+0 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 11 power out of 20/20) : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you.  | 
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+0 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 13 power out of 24/24. A wispy purple aura surrounds these translucent black boots.  | 
Runygoran the Daylord (0 def, 5 armour) Runygoran the Daylord (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 light Changes stats: +4 Mag / +3 Wil Changes damage: +3% light / +9% lightning Maximum encumbrance: +34 Physical save: +15 (+1 eff.) Spellpower: +5 (+1 eff.) Light radius: +3 It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 14 turns. A pair of boots made of leather.  | 
Scorpionwilder the pair of drakeskin leather boots (0 def, 15 armour) Scorpionwilder the pair of drakeskin leather boots (0 def, 15 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Damage when hit (Melee): 8 nature Changes resistances: +15% acid / +15% temporal / +14% cold / +14% fire / +3% nature / +30% lightning Changes resistances penetration: +20% nature / +5% mind Changes damage: +6% blight Mental save: +3 (+0 eff.) Life regen: +5.50 Healing mod.: +27% A pair of boots made of leather.  | 
Blindtorrent (0 def, 4 armour) Blindtorrent (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Str / +3 Con Changes resistances: +9% darkness Changes resistances penetration: +20% temporal Movement speed: +40% It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
Ravensun (0 def, 4 armour) Ravensun (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +3% darkness / +9% nature Changes resistances penetration: +5% darkness Changes damage: +6% nature Life regen: +2.10 Healing mod.: +18% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
Armuldil the Blastmire (0 def, 5 armour) Armuldil the Blastmire (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Str / +3 Dex / +2 Mag / +3 Wil / +1 Cun Changes resistances: +9% arcane Changes resistances penetration: +15% lightning Grants telepathy: Humanoid/Orc Infravision radius: +2 Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
Uruhek the pair of voratun boots (10 def, 5 armour) Uruhek the pair of voratun boots (10 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 4 temporal Changes stats: +4 Cun / +4 Dex Spell save: +28 (+2 eff.) Life regen: +4.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +8 (+1 eff.) Healing mod.: +30% Damage Shield penetration: +10% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings.  | 
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability.  | 
Polarin the drakeskin leather gloves (0 def, 3 armour) Polarin the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+2 eff.) Armour: +3 Damage (Melee): 19 arcane Changes stats: +10 Str / +7 Mag / +15 Wil / +5 Con Changes resistances: +10% arcane Changes damage: +6% acid Talent mastery: +0.20 Technique / Grappling Disarm immunity: +50% It can be used to activate talent Disperse Magic, placing all other charms into a 11 cooldown : Effective talent level: 3.9 Power cost: 11 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
Prismbrawn the drakeskin leather gloves (0 def, 3 armour) Prismbrawn the drakeskin leather gloves (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +22 (+2 eff.) Armour: +3 Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 16 temporal Changes stats: +6 Dex / +6 Con Changes resistances: +9% fire / +3% light / +6% temporal Physical save: +29 (+2 eff.) Spell save: +9 (+1 eff.) Mental save: +10 (+1 eff.) Disarm immunity: +38% Life regen: +3.90 Stamina each turn: +2.00 Maximum stamina: +40.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
Loriregochak (0 def, 2 armour) Loriregochak (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 35 darkness / 28 mind Changes stats: +6 Con Changes resistances: +17% darkness Changes damage: +5% darkness Physical save: +14 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: -6 (-1 eff.) Blindness immunity: +15% Disarm immunity: +30% Stun/Freeze immunity: +10% Stamina each turn: +0.40 Mindpower: +6 (+0 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm.  | 
Spellhunt Remnants (3 def, 4 armour) Spellhunt Remnants (3 def, 4 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +3 (+0 eff.) Spell save: +8 (+1 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +3% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence.  | 
dwarven-steel gauntlets 'Chargereaper' (0 def, 2 armour) dwarven-steel gauntlets 'Chargereaper' (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +11 (+1 eff.) Armour: +2 Damage (Melee): 10 acid Changes stats: +3 Cun / +4 Con Changes resistances: +8% acid / +9% darkness Changes damage: +5% acid Physical save: +19 (+1 eff.) Spell save: +7 (+0 eff.) Mental save: +6 (+0 eff.) Disarm immunity: +38% Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 110 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm.  | 
voratun gauntlets 'Lightkiller' (0 def, 3 armour) voratun gauntlets 'Lightkiller' (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +11 Physical power: +17 (+2 eff.) Armour: +3 Changes stats: +6 Str / +6 Dex / +6 Cun Changes resistances penetration: +5% light Changes damage: +3% blight Mana each turn: +0.31 Spellpower: +11 (+1 eff.) Spell crit. chance: +8% Light radius: +3 It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm.  | 
Aritta the cashmere wizard hat (2 def, 0 armour) Aritta the cashmere wizard hat (2 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 15% chance to corrode armour Changes resistances: +8% lightning / +7% temporal / +12% darkness / +18% light / +13% physical Changes resistances penetration: +10% acid Changes damage: +13% darkness / +10% physical / +12% light / +6% arcane Maximum hate: +10.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly...  | 
Mayydawen the elven-silk wizard hat (3 def, 0 armour) Mayydawen the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +9 Wil Changes resistances: +6% blight / +3% cold / +3% mind Changes damage: +10% light / +12% temporal / +8% darkness / +13% physical Physical save: +15 (+1 eff.) Pinning immunity: +10% Maximum vim: +10.00 Infravision radius: +9 See stealth: +23 See invisible: +25 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 22 cooldown : Effective talent level: 3.0 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 199%, and attempts to push all creatures other then yourself out of its radius, inflicting 69.66 light damage and 69.66 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly...  | 
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+1 eff.) Mindpower: +8 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 9 power out of 15/15) : Effective talent level: 1.0 Power cost: 9 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool.  | 
Xanussra (2 def, 0 armour) Xanussra (2 def, 0 armour)Infused by nature Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Cun / +4 Wil Changes resistances: +8% blight / +21% nature / +6% darkness Changes damage: +11% nature Physical save: +3 (+0 eff.) Spell save: +20 (+2 eff.) Teleport immunity: +10% Mindpower: +4 (+0 eff.) A pointy cloth hat, very wizardly...  | 
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors.  | 
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+1 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live.  | 
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+1 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 5 power out of 10/10) : Effective talent level: 3.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 730.25 mind damage and cripples the target's higher mental functions, reducing cunning by 52 and confusing (44% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...?  | 
Crown of Burning Pain (13 def, 0 armour) Crown of Burning Pain (13 def, 0 armour)Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 (+1 eff.) Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 14 power out of 50/50) : Effective talent level: 2.0 Power cost: 14 out of 50/50. Range: 5 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 838.45 fire and 773.95 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor.  | 
Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 blight / 10 vim draining blight Changes stats: +5 Wil / +6 Mag Changes resistances: +15% mind Changes resistances penetration: +5% arcane / +10% temporal Changes damage: +7% blight / +9% arcane Mental save: +11 (+1 eff.) Confusion immunity: +26% Maximum vim: +25.00 Spell crit. chance: +3% It can be used to activate talent Vimsense (costing 14 power out of 45/45) : Effective talent level: 2.0 Power cost: 14 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 74%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life.  | 
Helm of the Dominated (0 def, 9 armour) Helm of the Dominated (0 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+1 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption.  | 
Emann the Eclipsewrecker (0 def, 5 armour) Emann the Eclipsewrecker (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 12 darkness / 5 physical Changes stats: +14 Str / +9 Dex / +2 Wil Changes resistances: +15% lightning / +15% temporal Changes damage: +3% darkness Mindpower: +10 (+1 eff.) Light radius: +1 It can be used to activate talent Skullcracker, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 10788.1 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
Hurafang the Splendourstreak (0 def, 5 armour) Hurafang the Splendourstreak (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to blind * 20% chance to disease Damage when hit (Melee): 20 light Changes resistances: +15% lightning / +15% fire / +15% blight / +15% cold Changes resistances penetration: +10% light / +5% blight Changes damage: +18% light Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
Mirepain (0 def, 5 armour) Mirepain (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% * 30% chance to disease Damage when hit (Melee): 20 lightning Changes stats: +4 Cun / +4 Dex Changes resistances: +6% blight / +30% fire / +6% mind / +25% cold Changes resistances penetration: +5% nature Changes damage: +9% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
Wildbloom the voratun helm (0 def, 5 armour) Wildbloom the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +1.0% Armour: +5 Fatigue: +5% Changes stats: +2 Dex / +21 Wil / +3 Con Changes resistances: +42% blight / +15% nature Changes resistances penetration: +15% nature Mental save: +24 (+2 eff.) Stamina each turn: +0.60 Mindpower: +6 (+0 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
12 spinel 12 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
7 ametrine 7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
11 citrine 11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
8 zircon 8 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 Gems can be sold for money or used in arcane rituals.  | 
17 aquamarine 17 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
15 opal 15 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
20 topaz 20 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
13 amethyst 13 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals.  | 
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals.  | 
10 lapis lazuli 10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
13 emerald 13 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
12 garnet 12 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
14 quartz 14 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
10 sapphire 10 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+0 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 Gems can be sold for money or used in arcane rituals.  | 
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
6 turquoise 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
8 ruby 8 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
3 bloodstone 3 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals.  | 
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
7 pearl 7 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself.  | 
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot.  | 
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away.  | 
1087 alchemist agate 1087 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
61 alchemist spinel 61 alchemist spinel0.00 Encumbrance. Type: alchemist-gem / green ; tier 1 When used as an alchemist bomb: Mana regain 10 Gems can be sold for money or used in arcane rituals.  | 
70 alchemist ametrine 70 alchemist ametrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals.  | 
62 alchemist citrine 62 alchemist citrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Bomb thrown range +1 Gems can be sold for money or used in arcane rituals.  | 
45 alchemist zircon 45 alchemist zircon0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals.  | 
61 alchemist aquamarine 61 alchemist aquamarine0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals.  | 
54 alchemist opal 54 alchemist opal0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals.  | 
66 alchemist topaz 66 alchemist topaz0.00 Encumbrance. Type: alchemist-gem / blue ; tier 2 When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals.  | 
50 alchemist amethyst 50 alchemist amethyst0.00 Encumbrance. Type: alchemist-gem / violet ; tier 2 When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals.  | 
64 alchemist onyx 64 alchemist onyx0.00 Encumbrance. Type: alchemist-gem / black ; tier 3 When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals.  | 
59 alchemist lapis lazuli 59 alchemist lapis lazuli0.00 Encumbrance. Type: alchemist-gem / blue ; tier 3 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals.  | 
74 alchemist emerald 74 alchemist emerald0.00 Encumbrance. Type: alchemist-gem / green ; tier 3 When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals.  | 
121 alchemist garnet 121 alchemist garnet0.00 Encumbrance. Type: alchemist-gem / red ; tier 3 When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals.  | 
59 alchemist quartz 59 alchemist quartz0.00 Encumbrance. Type: alchemist-gem / white ; tier 3 When used as an alchemist bomb: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals.  | 
77 alchemist sapphire 77 alchemist sapphire0.00 Encumbrance. Type: alchemist-gem / blue ; tier 4 When used as an alchemist bomb: Additional 30 ice damage Gems can be sold for money or used in arcane rituals.  | 
65 alchemist jade 65 alchemist jade0.00 Encumbrance. Type: alchemist-gem / green ; tier 4 When used as an alchemist bomb: Slows by 17% Gems can be sold for money or used in arcane rituals.  | 
53 alchemist turquoise 53 alchemist turquoise0.00 Encumbrance. Type: alchemist-gem / green ; tier 4 When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals.  | 
134 alchemist ruby 134 alchemist ruby0.00 Encumbrance. Type: alchemist-gem / red ; tier 4 When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals.  | 
113 alchemist amber 113 alchemist amber0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 4 When used as an alchemist bomb: 10% chance to stun for 2 turns Gems can be sold for money or used in arcane rituals.  | 
64 alchemist bloodstone 64 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals.  | 
62 alchemist fire opal 62 alchemist fire opal0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Additional 40 fire damage Gems can be sold for money or used in arcane rituals.  | 
54 alchemist diamond 54 alchemist diamond0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals.  | 
68 alchemist moonstone 68 alchemist moonstone0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals.  | 
53 alchemist pearl 53 alchemist pearl0.00 Encumbrance. Type: alchemist-gem / white ; tier 5 When used as an alchemist bomb: Lights terrain (power 100) Gems can be sold for money or used in arcane rituals.  | 
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.  | 
alchemist's lamp 'Isliba' alchemist's lamp 'Isliba'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +7% blight / +10% darkness Changes resistances penetration: +5% arcane / +15% mind Changes damage: +6% mind Blindness immunity: +25% Confusion immunity: +15% Hate when firing a critical mind attack: +2.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Light radius: +7 Infravision radius: +4 See stealth: +8 See invisible: +19 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 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 469 blight damage or heals 361 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter.  | 
Aralin AralinInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +6 Effects on melee hit: * 10 arcane resource burn Changes stats: +7 Wil / +11 Cun / +2 Con Changes resistances: +9% blight / +6% acid Critical mult.: +20.00% Reduces incoming crit damage: 20.00% Physical save: +24 (+2 eff.) Disease immunity: +15% Stun/Freeze immunity: +10% Light radius: -6 Infravision radius: +7 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
Koresasta the dwarven lantern Koresasta the dwarven lanternPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 8 blight Changes stats: +1 Mag Changes resistances: +6% blight / +20% cold / +6% mind / +31% temporal Changes resistances penetration: +15% all Changes damage: +9% arcane Physical save: +20 (+1 eff.) Mental save: +30 (+2 eff.) Teleport immunity: +25% Light radius: +6 Defense after a teleport: +37 Resist all after a teleport: +33% New effects duration reduction after a teleport: +52% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
Lisura LisuraPowered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes stats: +1 Str / +8 Mag / +2 Wil / +10 Cun / +3 Con Changes resistances penetration: +15% acid / +11% all Changes damage: +3% arcane Reduces incoming crit damage: 10.00% Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +17 (+2 eff.) Light radius: -2 Infravision radius: +13 Damage Shield penetration: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth.  | 
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 44 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life.  | 
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow.  | 
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
dwarven-steel pickaxe 'Mayutha' (dig speed 6 turns) dwarven-steel pickaxe 'Mayutha' (dig speed 6 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +2 Str / +4 Dex Changes resistances: +9% cold / +3% nature / +6% temporal Changes resistances penetration: +16% physical Changes damage: +11% mind / +11% fire Spell save: +3 (+0 eff.) Mental save: +11 (+1 eff.) Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+0 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.  | 
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch.  | 
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb.  | 
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb.  | 
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch.  | 
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find.  | 
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you.  | 
Rod of Recall (3/3) Rod of Recall (3/3)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 110 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel.  | 
Rod of Spydric Poison (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 7966.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 14 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom.  | 
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+1 eff.) Mindpower: +3 (+0 eff.) It can be used to activate talent Psionic Pull (costing 10 power out of 35/35) : Effective talent level: 3.0 Power cost: 10 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 442 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it.  | 
steel torque of kinetic psionic shield 'Kindlefurnace' [power 29]  (8 cooldown) steel torque of kinetic psionic shield 'Kindlefurnace' [power 29]  (8 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances penetration: +5% blight Changes damage: +9% light Light radius: +1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 29 for 7 turns, putting all charms on cooldown for 8 turns. When used: 200% chance to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers.  | 
Hurothad the stralite torque of psychoportation [power 51]  (17 cooldown) Hurothad the stralite torque of psychoportation [power 51]  (17 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +1 Dex / +1 Wil / +1 Cun Changes resistances: +6% darkness / +3% light Grants telepathy: Humanoid/Orc Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +3 Telekinetic Blast It can be used to teleport randomly (rad 51), putting all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers.  | 
Ivenor [power 325]  (18 cooldown) Ivenor [power 325]  (18 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +6% blight Changes resistances penetration: +5% arcane / +10% blight Changes damage: +3% blight Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Silence (+10 turn) Talent granted: +9 Silence Critical mult.: +10.00% Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Infravision radius: +2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 325 for 7 turns, putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers.  | 
Rhegen the voratun torque of mindblast [power 165]  (2 cooldown) Rhegen the voratun torque of mindblast [power 165]  (2 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +3 Dex Changes resistances: +6% blight / +9% darkness / +3% lightning Maximum wards: +3 physical / +5 mind / +4 darkness Talent granted: +1 Ward Maximum encumbrance: +30 Maximum stamina: +15.00 It can be used to fire a blast of psionic energies in a range 23 beam dealing 88.28 to 176.55 mind damage, putting all charms on cooldown for 2 turns. Torques are made by powerful psionics to store psionic powers.  | 
Lisuldana the Flashriver [power 15]  (9 cooldown) Lisuldana the Flashriver [power 15]  (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 lightning Maximum wards: +2 acid / +2 nature / +2 light Changes resistances penetration: +5% lightning Talent granted: +1 Ward Light radius: +1 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 40%, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 2 stamina. Natural totems are made by powerful wilders to store nature power.  | 
ash totem of thorny skin 'Amomas' [power 33]  (15 cooldown) ash totem of thorny skin 'Amomas' [power 33]  (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Maximum wards: +1 acid / +2 nature / +2 light Talent granted: +1 Ward Spell save: +6 (+0 eff.) Life regen: +0.40 It can be used to harden the skin for 7 turns increasing armour by 33 and armour hardiness by 40%, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 6 equilibrium. Natural totems are made by powerful wilders to store nature power.  | 
ash totem of thorny skin 'Shadowprophet' [power 27]  (13 cooldown) ash totem of thorny skin 'Shadowprophet' [power 27]  (13 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +5% arcane / +10% darkness It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40%, putting all charms on cooldown for 13 turns. When used: 100% chance to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power.  | 
Voruretha the yew totem of thorny skin [power 39]  (11 cooldown) Voruretha the yew totem of thorny skin [power 39]  (11 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +2 Cun Maximum wards: +3 acid / +2 nature / +3 light Talents granted: +1 Ward +4 Lay Web Critical mult.: +3.00% It can be used to harden the skin for 7 turns increasing armour by 39 and armour hardiness by 50%, putting all charms on cooldown for 11 turns. When used: 100% chance to regenerate 6 stamina. Natural totems are made by powerful wilders to store nature power.  | 
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 (+0 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.  | 
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies.  | 
Firemistress [power 193]  (4 cooldown) Firemistress [power 193]  (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 16 fire Changes resistances: +3% fire Maximum wards: +6 lightning / +5 temporal / +6 blight / +7 fire / +7 cold Changes damage: +6% fire Talents granted: +3 Volcano +2 Ward It can be used to creates a wall of flames lasting 4 turns (dealing 376 fire damage overall), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
Yvobeth the Murkransom [power 307]  (6 cooldown) Yvobeth the Murkransom [power 307]  (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Changes resistances: +6% cold Maximum wards: +3 lightning / +2 temporal / +3 blight / +3 fire / +3 cold Changes resistances penetration: +15% darkness Talent cooldown: Void Blast (+6 turn) Talents granted: +1 Ward +3 Void Blast Spell save: +10 (+1 eff.) Cut immunity: +15% Only die when reaching: -40.00 life Maximum vim: +17.00 It can be used to fire a bolt of a random element with (base) damage 154 to 307, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+1 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 2079.00 temporal and 2079.00 darkness damage (based on Magic), costing 11 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight.  | 
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
			A dangerous secret (Madness (Roguelike) difficulty)
			Found the mysterious staff and told Last Hope about it.By run after bug the Hulk Archmage level 19
45th Haze 123rd year of Ascendancy at 13:12 see stats
			A different point of view (Madness (Roguelike) difficulty)
			Learned the five chapters of Orc history through loremaster Hadak's tales.By run after bug the Hulk Archmage level 31
20th Dusk 125th year of Ascendancy at 22:01 see stats
			Against all odds (Madness (Roguelike) difficulty)
			Killed Ukruk in the ambush.By run after bug the Hulk Archmage level 18
41st Haze 123rd year of Ascendancy at 22:19 see stats
			Anti-Antimagic! (Madness (Roguelike) difficulty)
			Destroyed the Ziguranth camp with your Rhaloren allies.By run after bug the Hulk Archmage level 33
55th Dusk 126th year of Ascendancy at 23:44 see stats
			Arachnophobia (Madness (Roguelike) difficulty)
			Destroyed the spydric menace.By run after bug the Hulk Archmage level 20
59th Haze 123rd year of Ascendancy at 06:34 see stats
			Are you out of your mind?! (Madness (Roguelike) difficulty)
			Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By run after bug the Hulk Archmage level 29
35th Regrowth 125th year of Ascendancy at 15:29 see stats
			Back and there again (Madness (Roguelike) difficulty)
			Opened a portal to the Far East from Maj'Eyal.By run after bug the Hulk Archmage level 34
2nd Decay 126th year of Ascendancy at 01:19 see stats
			Brave new world (Madness (Roguelike) difficulty)
			Went to the Far East and took part in the war.By run after bug the Hulk Archmage level 19
57th Haze 123rd year of Ascendancy at 17:01 see stats
			Curse Lifter (Madness (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By run after bug the Hulk Archmage level 14
32nd Dusk 123rd year of Ascendancy at 21:29 see stats
			Demonic Invasion (Madness (Roguelike) difficulty)
			Stopped a demonic invasion by closing their portal.By run after bug the Hulk Archmage level 22
32nd Pyre 124th year of Ascendancy at 23:28 see stats
			Destroyer's bane (Madness (Roguelike) difficulty)
			Killed Golbug the Destroyer.By run after bug the Hulk Archmage level 19
52nd Haze 123rd year of Ascendancy at 12:52 see stats
			Don't mind the slimy smell (Madness (Roguelike) difficulty)
			Have 400 walls on the sludgenest turn into hostile creatures.By run after bug the Hulk Archmage level 35
48th Regrowth 127th year of Ascendancy at 18:01 see stats
			Dragon's Greed (Madness (Roguelike) difficulty)
			Amassed 8000 gold pieces.By run after bug the Hulk Archmage level 9
8th Decay 122nd year of Ascendancy at 13:18 see stats
			Earth Master (Madness (Roguelike) difficulty)
			Killed Harkor'Zun and unlocked Stone magic.By run after bug the Hulk Archmage level 32
79th Regrowth 126th year of Ascendancy at 16:28 see stats
			Evil denied (Madness (Roguelike) difficulty)
			Won ToME by preventing the Void portal from opening.By run after bug the Hulk Archmage level 28
13rd Haze 124th year of Ascendancy at 11:18 see stats
			Exterminator (Madness (Roguelike) difficulty)
			Killed 1000 creatures.By run after bug the Hulk Archmage level 14
46th Dusk 123rd year of Ascendancy at 11:42 see stats
			Eye of the storm (Madness (Roguelike) difficulty)
			Freed Derth from the onslaught of the mad Tempest, Urkis.By run after bug the Hulk Archmage level 15
60th Dusk 123rd year of Ascendancy at 00:44 see stats
			Fear me not! (Madness (Roguelike) difficulty)
			Survived the Fearscape!By run after bug the Hulk Archmage level 4
54th Haze 122nd year of Ascendancy at 13:03 see stats
			Gem of the Moon (Madness (Roguelike) difficulty)
			Completed the Master Jeweler quest with Limmir.By run after bug the Hulk Archmage level 28
7th Regrowth 125th year of Ascendancy at 05:43 see stats
			Home sweet home (Madness (Roguelike) difficulty)
			Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By run after bug the Hulk Archmage level 32
73rd Regrowth 126th year of Ascendancy at 09:31 see stats
			I cleared the room of death and all I got was this lousy achievement! (Madness (Roguelike) difficulty)
			Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By run after bug the Hulk Archmage level 29
35th Regrowth 125th year of Ascendancy at 16:38 see stats
			Level 10 (Madness (Roguelike) difficulty)
			Got a character to level 10.By run after bug the Hulk Archmage level 10
6th Allure 123rd year of Ascendancy at 08:51 see stats
			Level 20 (Madness (Roguelike) difficulty)
			Got a character to level 20.By run after bug the Hulk Archmage level 20
58th Haze 123rd year of Ascendancy at 22:01 see stats
			Level 30 (Madness (Roguelike) difficulty)
			Got a character to level 30.By run after bug the Hulk Archmage level 30
35th Regrowth 125th year of Ascendancy at 18:28 see stats
			Lucky Girl (Madness (Roguelike) difficulty)
			Saved Melinda again and invited her to the Fortress to cure her.By run after bug the Hulk Archmage level 32
1st Mirth 126th year of Ascendancy at 21:35 see stats
			Mad slime dash (Madness (Roguelike) difficulty)
			Have 300 walls on the sludgenest turn into hostile creatures.By run after bug the Hulk Archmage level 35
47th Regrowth 127th year of Ascendancy at 14:23 see stats
			Orcrist (Madness (Roguelike) difficulty)
			Killed the leaders of the Orc Pride.By run after bug the Hulk Archmage level 26
47th Dusk 124th year of Ascendancy at 16:58 see stats
			Pest Control (Madness (Roguelike) difficulty)
			Killed 1000 reproducing vermin.By run after bug the Hulk Archmage level 34
45th Regrowth 127th year of Ascendancy at 04:15 see stats
			Race through fire (Madness (Roguelike) difficulty)
			Raced through the fires of the Charred Scar to stop the Sorcerers.By run after bug the Hulk Archmage level 26
75th Dusk 124th year of Ascendancy at 13:02 see stats
			Rescuer of the lost (Madness (Roguelike) difficulty)
			Rescued the merchant from the assassin lord.By run after bug the Hulk Archmage level 14
27th Dusk 123rd year of Ascendancy at 21:34 see stats
			Savior of the damsels in distress (Madness (Roguelike) difficulty)
			Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By run after bug the Hulk Archmage level 32
73rd Haze 125th year of Ascendancy at 21:25 see stats
			Shasshhiy'Kaish (Madness (Roguelike) difficulty)
			Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By run after bug the Hulk Archmage level 33
55th Dusk 126th year of Ascendancy at 21:16 see stats
			Size is everything (Madness (Roguelike) difficulty)
			Did over 1500 damage in one attack.By run after bug the Hulk Archmage level 18
41st Haze 123rd year of Ascendancy at 17:44 see stats
			Size matters (Madness (Roguelike) difficulty)
			Did over 600 damage in one attack.By run after bug the Hulk Archmage level 3
74th Pyre 122nd year of Ascendancy at 11:04 see stats
			Sliders (Madness (Roguelike) difficulty)
			Activated a portal using the Orb of Many Ways.By run after bug the Hulk Archmage level 19
52nd Haze 123rd year of Ascendancy at 13:18 see stats
			Slime killer party (Madness (Roguelike) difficulty)
			Have 200 walls on the sludgenest turn into hostile creatures.By run after bug the Hulk Archmage level 35
46th Regrowth 127th year of Ascendancy at 10:50 see stats
			Slimefest (Madness (Roguelike) difficulty)
			Have 100 walls on the sludgenest turn into hostile creatures.By run after bug the Hulk Archmage level 35
45th Regrowth 127th year of Ascendancy at 06:45 see stats
			Tactical master (Madness (Roguelike) difficulty)
			Fought the two Sorcerers without closing any invocation portals.By run after bug the Hulk Archmage level 28
13rd Haze 124th year of Ascendancy at 11:17 see stats
			The Legend of Garkul (Madness (Roguelike) difficulty)
			Learned the five chapters of the Legend of Garkul.By run after bug the Hulk Archmage level 26
12nd Haze 124th year of Ascendancy at 11:29 see stats
			The Right thing to do (Madness (Roguelike) difficulty)
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By run after bug the Hulk Archmage level 8
76th Haze 122nd year of Ascendancy at 16:14 see stats
			The Sun Still Shines (Madness (Roguelike) difficulty)
			Aeryn survived the last battle.By run after bug the Hulk Archmage level 28
13rd Haze 124th year of Ascendancy at 11:18 see stats
			The bigger the better! (Madness (Roguelike) difficulty)
			Did over 3000 damage in one attack.By run after bug the Hulk Archmage level 21
32nd Pyre 124th year of Ascendancy at 14:18 see stats
			The sky is falling! (Madness (Roguelike) difficulty)
			Saw a huge meteor falling from the sky.By run after bug the Hulk Archmage level 12
1st Time of Balance 123rd year of Ascendancy at 19:02 see stats
			There and back again (Madness (Roguelike) difficulty)
			Opened a portal to Maj'Eyal from the Far East.By run after bug the Hulk Archmage level 34
63rd Haze 126th year of Ascendancy at 08:23 see stats
			Thralless (Madness (Roguelike) difficulty)
			Freed at least 30 enthralled slaves in the slavers' compound.By run after bug the Hulk Archmage level 8
76th Haze 122nd year of Ascendancy at 17:44 see stats
			Treasure Hoarder (Madness (Roguelike) difficulty)
			Amassed 3000 gold pieces.By run after bug the Hulk Archmage level 4
54th Haze 122nd year of Ascendancy at 04:21 see stats
			Treasure Hunter (Madness (Roguelike) difficulty)
			Amassed 1000 gold pieces.By run after bug the Hulk Archmage level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
			Vampire crusher (Madness (Roguelike) difficulty)
			Destroyed the Master in its lair of the Dreadfell.By run after bug the Hulk Archmage level 18
41st Haze 123rd year of Ascendancy at 20:08 see stats
			Well trained (Madness (Roguelike) difficulty)
			Deal one million damage to training dummies in a single training session.By run after bug the Hulk Archmage level 35
49th Regrowth 127th year of Ascendancy at 03:39 see stats
Log
Run after bug casts Teleport: Angolwen.
The spell fizzles...
Run after bug casts Teleport: Angolwen.
The spell fizzles...
Run after bug casts Teleport: Angolwen.
The spell fizzles...
Run after bug casts Teleport: Angolwen.
The spell fizzles...
Run after bug casts Teleport: Angolwen.
The spell fizzles...
Run after bug casts Teleport: Angolwen.
The spell fizzles...
Run after bug casts Teleport: Angolwen.
The spell fizzles...
Run after bug casts Teleport: Angolwen.
The spell fizzles...
Run after bug casts Teleport: Angolwen.
The spell fizzles...
Run after bug casts Teleport: Angolwen.
The spell fizzles...
Talent Arcane Eye is ready to use.
Lore found: second mural painting
You can read all your collected lore in the game menu, by pressing Escape.
Saving game...
Saving done.
Run after bug deactivates Shielding.
Run after bug deactivates Arcane Power.
