Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Movarc'h's Improved Escorts - Bamboo + CH Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Also gives escorts 1000 base Life and 100 base life regen so they don't die from a sneeze. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Also credits to Bamboo's fork. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 50 / 2376% |
Size | medium |
Lifes / Deaths | Killed by Lady Zoisla the Tidebringer at level 4 on the 76th Pyre 122nd year of Ascendancy at 16:57 0 / 7Killed by storm drake hatchling at level 8 on the 2nd Mirth 122nd year of Ascendancy at 04:58 Killed by Emikira the dredgling at level 21 on the 64th Haze 122nd year of Ascendancy at 06:25 Killed by Emikira the dredgling at level 21 on the 64th Haze 122nd year of Ascendancy at 08:16 Killed by Grand Corruptor at level 28 on the 11st Regrowth 123rd year of Ascendancy at 16:18 Killed by Emomira the multi-hued drake hatchling at level 50 on the 20th Regrowth 124th year of Ascendancy at 12:10 Killed by Argoniel at level 50 on the 36th Regrowth 124th year of Ascendancy at 18:46 |
Primary Stats
Strength | 126 (base 63) |
Dexterity | 58 (base 31) |
Constitution | 84 (base 64) |
Magic | 133 (base 60) |
Willpower | 33 (base 14) |
Cunning | 87 (base 13) |
Resources
Life | 1495/1495 |
Positive | 197/197 |
Stamina | 344/344 |
Healing Factor | 1.587682368262 |
Regeneration | 19.449109011209 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 16 |
Infravision | 5 |
See Stealth | 45.64399077381 |
See Invisible | 45.64399077381 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 225 |
Accuracy | 59 |
Crit Chance | 64% |
APR | 29 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 85 |
Crit Chance | 55% |
Speed | 1 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Blight | +16% |
Arcane | +17% |
Cold | +25% |
All | +10% |
Darkness | +45% |
Light | +102% |
Physical | +27% |
Mind | +18% |
Fire | +30% |
Lightning | +16% |
Offense: Damage Penetration
Light | +60% |
Fire | +15% |
Arcane | +10% |
Cold | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 35 (50%) |
Defense | 50 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 63 |
Spell Save | 53 |
Mental Save | 34 |
Defense: Resistances
Blight | + 22%( 70%) |
Arcane | + 20%( 70%) |
Mind | + 20%( 70%) |
All | + 12%( 70%) |
Darkness | + 70%( 70%) |
Light | + 80%( 80%) |
Temporal | + 38%( 70%) |
Physical | + 25%( 70%) |
Fire | + 29%( 70%) |
Cold | + 13%( 70%) |
Defense: Immunities
Confusion Resistance | 50% |
Stun Resistance | 50% |
Instadeath Resistance | 100% |
Blind Resistance | 63% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 197 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 765 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Celestial / Guardian | 1.50 |
| 1/5 |
| 3/5 |
| 2/5 |
| 4/5 |
Celestial / Sun | 1.80 |
| 4/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.50 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Technique / Two-handed assault | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Celestial / Radiance | 1.60 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Light | 1.50 |
| 3/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Celestial / Chants | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the harried rogue to the recall portal on level 1 of Old Forest. Escort: harried rogue (level 1 of Old Forest)As a reward you improved talent Device Mastery (+2 level(s)). | done |
You successfully escorted the lost spellblade to the recall portal on level 2 of Old Forest. Escort: lost spellblade (level 2 of Old Forest)As a reward you improved Magic by +8. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Rush (+2 level(s)). | done |
You successfully escorted the stranded cultist to the recall portal on level 2 of Dreadfell. Escort: stranded cultist (level 2 of Dreadfell)As a reward you improved Magic by +8. | done |
You successfully escorted the stranded cultist to the recall portal on level 3 of Old Forest. Escort: stranded cultist (level 3 of Old Forest)As a reward you improved Magic by +8. | done |
You successfully escorted the unfocused psion to the recall portal on level 1 of Dreadfell. Escort: unfocused psion (level 1 of Dreadfell)As a reward you improved Cunning by +8. | done |
You successfully escorted the unfocused psion to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: unfocused psion (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +8. | done |
You successfully escorted the unfocused psion to the recall portal on level 3 of Dreadfell. Escort: unfocused psion (level 3 of Dreadfell)As a reward you improved Cunning by +8. | done |
You successfully escorted the unfocused psion to the recall portal on level 4 of Dreadfell. Escort: unfocused psion (level 4 of Dreadfell)As a reward you improved Cunning by +8. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
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 Shardskin. * 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * 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: 2663. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. 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. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | 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 your homeland 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 | [vs. Eden's Guile (2 def, 1 armour) (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 (+1 eff.) (-) Fatigue: +2% (-) Changes stats: +3(-) Cun Talent masteries: +0.20(-) Cunning / Survival It can be used to boost speed by 63% (based on Cunning) Activation costs 29 power out of 31/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | [vs. Solar Flare (Light source)] Solar FlareSolar Flare Powered by arcane forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +7(-) Mag Changes resistances: +12%(-) blight / +6%(-) cold / +30%(-) darkness / +15%(-) light Changes resistances penetration: +20%(-) cold Changes damage: +6%(-) blight / +15%(-) cold / +28%(-) light / +15%(-) darkness Damage affinity(heal): +10%(-) light / +5%(-) darkness Spellpower: +17 (+3 eff.) (-) Light radius: +14 (-) Infravision radius: +5 (-) It can be used to activate talent Sun Flare, placing all other charms into a 17 cooldown : Effective talent level: 3.9 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 482.94 light damage. At talent level 3 you gain 45% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | [vs. Sun's Might (10 def, 5 armour) (On head)] Sun's Might (10 def, 5 armour)Sun's Might (10 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) (-) Armour: +5 (-) Defense: +10 (+3 eff.) (-) Fatigue: +5% (-) Changes stats: +32(-) Str / +9(-) Dex / +4(-) Mag / +7(-) Wil Changes resistances: +15%(-) physical Changes damage: +9%(-) physical Physical save: +14 (+4 eff.) (-) Mana when firing critical spell: +2.00 (-) Maximum life: +60.00 (-) Healing mod.: +15% (-) It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 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 1505.5 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | [vs. Gorigas (0 def, 3 armour) (On hands)] Gorigas (0 def, 3 armour)Gorigas (0 def, 3 armour) Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 (-) Damage (Melee): 9(-) acid / 8(-) fire / 18(-) arcane / 6(-) cold / 14(-) mind / 4(-) lightning Changes stats: +10(-) Mag / +12(-) Wil Changes resistances: +9%(-) arcane / +9%(-) mind Changes resistances penetration: +10%(-) arcane Changes damage: +7%(-) arcane / +8%(-) mind Spell save: +6 (+2 eff.) (-) Vim when firing critical spell: +2.00 (-) Spellpower: +9 (+2 eff.) (-) Damage Shield penetration: +20% (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | [vs. Lightbringer's Wand (Tool)] Lightbringer's WandLightbringer's Wand Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18(-) light Changes resistances: +12%(-) darkness / +12%(-) light Changes damage: +10%(-) light Spell save: +15 (+5 eff.) (-) Light radius: +2 (-) It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 305 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 20 power out of 4/35. This gold-tipped wand shines with an unnatural sheen. |
On fingers | [vs. Glory of the Pride (On fingers, 1 of 2)] Glory of the PrideGlory of the Pride Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) (-) Physical power: +10 (+2 eff.) (-) Armour: +10 (-) Armour Hardiness: +20% (-) Defense: +5 (+2 eff.) (-) Fatigue: -15% (-) Changes damage: +8%(-) physical Talents cooldown: Rush (-6(-) turns) Physical save: +45 (+14 eff.) (-) Confusion immunity: +50% (-) Maximum mana: -40.00 (-) Maximum stamina: +40.00 (-) The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. Tap to cycle through comparison choices |
On fingers | [vs. Glory of the Pride (On fingers, 1 of 2)] FreestarFreestar Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-4 eff.)) Physical power: +25 (+5 eff.) (+15 (+3 eff.)) Armour: +0 (-10) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Fatigue: +0% (+15%) Changes stats: +10 Str / +7 Cun / +10 Con Changes resistances: +40% darkness Changes damage: +6% lightning / +0%(-8%) physical / +20% darkness Talent cooldown: Rush ((+0(+6) turn) Physical save: +0 (+0 eff.) (-45 (-14 eff.)) Mental save: +6 (+3 eff.) Confusion immunity: +0% (-50%) Stun/Freeze immunity: +50% Life regen: +9.00 Psi when hit: +0.04 Maximum mana: +0.00 (+40.00) Maximum stamina: +0.00 (-40.00) Spellpower: +14 (+3 eff.) Mindpower: +43 (+12 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | [vs. Mirror Shards (Around neck)] Mirror ShardsMirror Shards Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Damage when hit (Melee): 0(-30) item light blind Changes resistances: +25%(-) light Changes damage: +12%(-) light Light radius: +1 (-) It can be used to create a reflective shield (50% reflection rate, 416 strength, based on Magic) for 5 turns Activation costs 14 power out of 11/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
In main hand | [vs. Champion's Will (67-107 power, 22 apr) (In main hand)] Champion's Will (67-107 power, 22 apr)Champion's Will (67-107 power, 22 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 20% Con, 114% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 (-) Crit. chance: +12.0% (-) Attack speed: 100% (-) On weapon hit: * releases a burst of light, dealing 172 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12(-) Str / +6(-) Mag / +7(-) Con Talent masteries: +0.20(-) Celestial / Sun +0.10(-) Celestial / Radiance +0.20(-) Celestial / Crusader Talents cooldown: Sun Ray (-1(-) turn) Absorption Strike (-1(-) turn) Flash of the Blade (-1(-) turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt Activation costs 17 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Around waist | [vs. Emblem of Evasion (Around waist)] Emblem of EvasionEmblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) (-) Changes stats: +12(-) Dex / +10(-) Cun / +8(-) Lck Deflect projectiles away: +15% (-) Slows Projectiles: +30% (-) Activating this item is instant. It can be used to activate talent Evasion (costing 17 power out of 22/30) : Effective talent level: 4.0 Power cost: 17 out of 22/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 30 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | [vs. Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) (In off hand)] Temporal Rift (8 def, 4 armour, 50-60 power, 325 block)Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 20% Mag, 100% Str Damage type: Temporal Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% (-) Block value: +325 (-) When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 (-) Defense: +8 (+3 eff.) (-) Ranged Defense: +10 (+3 eff.) (-) Changes resistances: +30%(-) temporal Reduce damage by fixed amount: +20(-) all Talents granted: +1.00(-) Block Spell save: +20 (+7 eff.) (-) Spellpower: +12 (+2 eff.) (-) Slows Projectiles: +50% (-) Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Cloak | [vs. Radiance (15 def, 0 armour) (Cloak)] Radiance (15 def, 0 armour)Radiance (15 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+5 eff.) (-) Damage when hit (Melee): 30(-) blinding light Changes stats: +10(-) Cun / +10(-) Mag Changes resistances: +30%(-) light / +30%(-) darkness Changes resistances cap: +10%(-) light Changes damage: +25%(-) light Talent category bonus: +0.20 (-)Celestial Spellpower: +20 (+4 eff.) (-) This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
Main armor | [vs. Molten Skin (15 def, 12 armour) (Main armor)] 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 (+5 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 (+3 eff.) (-) Spell crit. chance: +10% (-) It can be used to activate talent Blastwave (costing 7 power out of 16/16) : Effective talent level: 4.4 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 5, knocking back anything caught inside and setting them ablaze, doing 238.37 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. |
Inventory
Blood of Undeath Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
movement infusion of the duelist (speed 584%; cd 8) movement infusion of the duelist (speed 584%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 584% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 763%; cd 14) movement infusion of the titan (speed 763%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 763% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Infusion: Wild (on body)] wild infusion (res 23%; magical, physical; dur 2; cd 16)This item will automatically be transmogrified when you leave the level. wild infusion (res 23%; magical, physical; dur 2; cd 16) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16(+2) 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 and physical effect and reduce all damage taken by 23%(+9%) for 2(-2) turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Mirror Shards (Around neck)] Ivinne the RimesweeperIvinne the Rimesweeper Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 0(-30) item light blind Changes resistances: +12% lightning / +6% nature / +0%(-25%) light Changes damage: +0%(-12%) light / +9% cold Talent mastery: +0.22 Celestial / Radiance Silence immunity: +20% Stun/Freeze immunity: +20% Teleport immunity: +20% Light radius: +0 (-1) Amulets make your neck look great! |
[vs. Mirror Shards (Around neck)] Zemekkys' Broken HourglassZemekkys' Broken Hourglass Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 0(-30) item light blind Changes stats: +4 Wil Changes resistances: +0%(-25%) light / +20% temporal Changes resistances cap: +5% temporal Changes damage: +0%(-12%) light / +10% temporal Lowers spell cool-downs by: 10% Light radius: +0 (-1) Activating this item is instant. It can be used to activate talent Time Stop (costing 29 power out of 80/80) : Effective talent level: 1.0 Power cost: 29 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
[vs. Mirror Shards (Around neck)] Frost Lord's ChainFrost Lord's Chain Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 0(-30) item light blind / 10 cold Changes resistances: +0%(-25%) light / +25% cold Changes damage: +0%(-12%) light / +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Light radius: +0 (-1) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
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 Activation costs 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. |
[vs. Glory of the Pride (On fingers, 1 of 2)] Ring of the DeadRing of the Dead Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-4 eff.)) Physical power: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +0 (-10) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Fatigue: +0% (+15%) Changes stats: +10 Lck Changes damage: +0%(-8%) physical Talent cooldown: Rush ((+0(+6) turn) Physical save: +10 (+3 eff.) (-35 (-11 eff.)) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Confusion immunity: +0% (-50%) Only die when reaching: -100.00 life Maximum mana: +0.00 (+40.00) Maximum stamina: +0.00 (-40.00) Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. Tap to cycle through comparison choices |
[vs. Glory of the Pride (On fingers, 1 of 2)] MnemonicMnemonic Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-4 eff.)) Physical power: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +0 (-10) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Fatigue: +0% (+15%) Changes stats: +8 Wil Changes resistances: +25% mind Changes damage: +0%(-8%) physical Talent mastery: +0.20 Psionic / Mentalism Talent cooldown: Rush ((+0(+6) turn) Physical save: +0 (+0 eff.) (-45 (-14 eff.)) Mental save: +20 (+9 eff.) Confusion immunity: +40% (-10%) Psi each turn: +0.50 Maximum mana: +0.00 (+40.00) Maximum stamina: +0.00 (-40.00) Mindpower: +12 (+4 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 17 power out of 30/30) : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. Tap to cycle through comparison choices |
[vs. Glory of the Pride (On fingers, 1 of 2)] Ring of the War MasterRing of the War Master Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-4 eff.)) Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) (-) Armour: +0 (-10) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Fatigue: +0% (+15%) Changes stats: +3 Str / +3 Dex / +3 Con Changes damage: +0%(-8%) physical Talent category bonus: +0.30 Technique Talent cooldown: Rush ((+0(+6) turn) Physical save: +0 (+0 eff.) (-45 (-14 eff.)) Confusion immunity: +0% (-50%) Maximum mana: +0.00 (+40.00) Maximum stamina: +0.00 (-40.00) A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. Tap to cycle through comparison choices |
[vs. Glory of the Pride (On fingers, 1 of 2)] Void OrbVoid Orb Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-4 eff.)) Physical power: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +0 (-10) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-5 (-2 eff.)) Fatigue: +0% (+15%) Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4%(-4%) physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talents cooldown: Aether Avatar (-4 turns) Rush ((+0(+6) turn) Physical save: +0 (+0 eff.) (-45 (-14 eff.)) Spell save: +10 (+3 eff.) Silence immunity: +30% Confusion immunity: +0% (-50%) Maximum mana: +35.00 (+75.00) Maximum stamina: +0.00 (-40.00) Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 4 power out of 6/6) : Effective talent level: 4.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 262.43 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. Tap to cycle through comparison choices |
[vs. Glory of the Pride (On fingers, 1 of 2)] voratun ring 'Wilddash'voratun ring 'Wilddash' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) (-) Physical crit. chance: +8.0% Physical power: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +0 (-10) Armour Hardiness: +0% (-20%) Defense: +15 (+5 eff.) (+10 (+3 eff.)) Fatigue: +0% (+15%) Effects on melee hit: * 20% chance to slow global speed by 60% Changes stats: +2 Dex / +6 Con Changes resistances: +3% physical Changes damage: +0%(-8%) physical Talent cooldown: Rush ((+0(+6) turn) Physical save: +0 (+0 eff.) (-45 (-14 eff.)) Mental save: +15 (+7 eff.) Confusion immunity: +38% (-12%) Maximum mana: +0.00 (+40.00) Maximum stamina: +30.00 (-10.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Champion's Will (67-107 power, 22 apr) (In main hand)] Plague-Fire Sceptre (24-28 power, 4 apr, physical element)Plague-Fire Sceptre (24-28 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 24.0 - 28.8(-43.0 - -78.4) Uses stat: 125% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-18) Crit. chance: +0.0% (-12.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing 172 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes damage: +20% blight / +20% fire Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Spellpower: +27 (+5 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat Activation costs 9 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
[vs. Champion's Will (67-107 power, 22 apr) (In main hand)] Khulmanar's Wrath (70-105 power, 8 apr)Khulmanar's Wrath (70-105 power, 8 apr) Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0(+3.0 - -2.2) Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 (-14) Crit. chance: +8.0% (-4.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing 172 light damage (based on Spellpower) in a radius 3 cone. Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 20 power out of 35/35) : Effective talent level: 3.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 259.57 fire damage, and flames will be left dealing a further 60.61 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
[vs. Champion's Will (67-107 power, 22 apr) (In main hand)] Dethblyd (70-112 power, 18 apr)Dethblyd (70-112 power, 18 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0(+3.0 - +4.8) Uses stats: 10% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +18 (-4) Crit. chance: +20.0% (+8.0%) Attack speed: 100% (-) On weapon hit: + Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. - releases a burst of light, dealing 172 light damage (based on Spellpower) in a radius 3 cone. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10(-2) Str / +8(+2) Mag / +5(-2) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.20 Corruption / Wrath +0.20 Corruption / Brutality +0.00(-0.20) Celestial / Crusader +0.10 Corruption / Torture Talents cooldown: Draining Assault (-1 turn) Absorption Strike ((+0(+1) turn) Detonating Charge (-1 turn) Sun Ray ((+0(+1) turn) Abduction (-1 turn) Flash of the Blade ((+0(+1) turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
[vs. Champion's Will (67-107 power, 22 apr) (In main hand)] Twilight's Edge (47-65 power, 7 apr)Twilight's Edge (47-65 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(-20.0 - -41.4) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 (-15) Crit. chance: +12.0% (-) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing 172 light damage (based on Spellpower) in a radius 3 cone. On weapon crit: + release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4(-8) Str / +4(-2) Mag / +4 Cun / +0(-7) Con Changes damage: +18% darkness / +18% light Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
[vs. Champion's Will (67-107 power, 22 apr) (In main hand)] Butcher (48-67 power, 12 apr)Butcher (48-67 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(-19.0 - -40.0) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 (-10) Crit. chance: +10.0% (-2.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing 172 light damage (based on Spellpower) in a radius 3 cone. + 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 (+4 eff.) Changes stats: +10(-2) Str / +0(-6) Mag / +10 Wil / +7 Cun / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.20 Cursed / Rampage +0.00(-0.20) Celestial / Crusader +0.20 Cursed / Slaughter Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) 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." |
[vs. Champion's Will (67-107 power, 22 apr) (In main hand)] Dawn's Blade (50-70 power, 7 apr)Dawn's Blade (50-70 power, 7 apr) Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Base power: 50.0 - 70.0(-17.0 - -37.2) Uses stats: 25% Mag, 80% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 (-15) Crit. chance: +5.0% (-7.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing 172 light damage (based on Spellpower) in a radius 3 cone. Damage against: +25% Undead / +25% Demon When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes resistances penetration: +25% light Changes damage: +20% light Talent masteries: +0.20(-) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.20 Celestial / Light +0.00(-0.20) Celestial / Crusader +0.20 Celestial / Combat Talents cooldown: Healing Light (-3 turns) Absorption Strike ((+0(+1) turn) Barrier (-5 turns) Sun Ray ((+0(+1) turn) Bathe in Light (-5 turns) Providence (-10 turns) Flash of the Blade ((+0(+1) turn) Spellpower: +10 (+2 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 690.48 light damage in radius 5 (based on Magic) and lighting the area within radius 10 Activation costs 20 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
[vs. Champion's Will (67-107 power, 22 apr) (In main hand)] caustic voratun mace (44-61 power, 6 apr)This item will automatically be transmogrified when you leave the level. caustic voratun mace (44-61 power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6(-23.0 - -45.6) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 (-16) Crit. chance: +3.0% (-9.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing 172 light damage (based on Spellpower) in a radius 3 cone. Damage (radius 2) on crit: +21 acid / +44 nature When wielded/worn: Armour penetration: +8 Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Changes resistances penetration: +18% acid / +13% nature Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Blunt and deadly. |
[vs. Champion's Will (67-107 power, 22 apr) (In main hand)] chilling voratun waraxe of corruption (42-58 power, 6 apr)This item will automatically be transmogrified when you leave the level. chilling voratun waraxe of corruption (42-58 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8(-25.0 - -48.4) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (-16) Crit. chance: +7.0% (-5.0%) Attack speed: 100% (-) When this weapon hits: Curse of Death (20% chance level 5). On weapon hit: - releases a burst of light, dealing 172 light damage (based on Spellpower) in a radius 3 cone. Damage (Melee): +26 cold When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) One-handed war axes. |
[vs. Champion's Will (67-107 power, 22 apr) (In main hand)] voratun waraxe of projection (41-58 power, 6 apr)This item will automatically be transmogrified when you leave the level. voratun waraxe of projection (41-58 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1(-25.5 - -49.1) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (-16) Crit. chance: +7.0% (-5.0%) Attack speed: 100% (-) On weapon hit: + Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) - releases a burst of light, dealing 172 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) One-handed war axes. |
[vs. Champion's Will (67-107 power, 22 apr) (In main hand)] warbringer's voratun waraxe of evisceration (39-55 power, 6 apr)This item will automatically be transmogrified when you leave the level. warbringer's voratun waraxe of evisceration (39-55 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3(-27.5 - -51.9) Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (-16) Crit. chance: +7.0% (-5.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing 172 light damage (based on Spellpower) in a radius 3 cone. On weapon crit: + Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +14.0% Physical power: +27 (+6 eff.) Changes stats: +0(-12) Str / +0(-6) Mag / +7(-) Con Changes resistances penetration: +10% physical Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Disarm immunity: +33% One-handed war axes. |
[vs. Champion's Will (67-107 power, 22 apr) (In main hand, 1 of 2)] 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(-27.0 - -55.2) Uses stats: 35% Str, 35% Dex, 30% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 (-10) Crit. chance: +22.0% (+10.0%) Attack speed: 100% (-) When this weapon hits: Poisonous Bite (20% chance level 3). On weapon hit: - releases a burst of light, dealing 172 light damage (based on Spellpower) in a radius 3 cone. On weapon crit: + inflicts spydric poison dealing 200 damage over 3 turns and pinning the target Damage conversion: 30% darkness When wielded/worn: Armour: +15 Changes stats: +0(-12) Str / +4 Dex / +0(-6) Mag / +8 Cun / +0(-7) Con Changes damage: +30% nature / +20% darkness Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Talent granted: +5 Toxic Death Poison immunity: +100% Light radius: -2 This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. Tap to cycle through comparison choices |
[vs. Champion's Will (67-107 power, 22 apr) (In main hand, 1 of 2)] enhanced voratun dagger of enduring (37-48 power, 9 apr)This item will automatically be transmogrified when you leave the level. enhanced voratun dagger of enduring (37-48 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8(-29.5 - -58.5) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 (-13) Crit. chance: +10.0% (-2.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing 172 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12(-) Str / +12 Dex / +12(+6) Mag / +27 Wil / +11 Cun / +28(+21) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Maximum life: +91.00 Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Champion's Will (67-107 power, 22 apr) (In main hand, 1 of 2)] voratun dagger of crippling (36-46 power, 9 apr)This item will automatically be transmogrified when you leave the level. voratun dagger of crippling (36-46 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8(-31.0 - -60.4) Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 (-13) Crit. chance: +10.0% (-2.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing 172 light damage (based on Spellpower) in a radius 3 cone. On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +14.0% Changes stats: +0(-12) Str / +0(-6) Mag / +0(-7) Con Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Champion's Will (67-107 power, 22 apr) (In main hand, 1 of 2)] Core of the Forge (24-26 power, 40 apr, dreamforge damage)Core of the Forge (24-26 power, 40 apr, dreamforge damage) Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4(-43.0 - -80.8) Uses stats: 60% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+18) Crit. chance: +5.0% (-7.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing 172 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +0(-12) Str / +0(-6) Mag / +6 Wil / +4 Cun / +0(-7) Con Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.20 Psionic / Dream Smith +0.00(-0.20) Celestial / Crusader +0.20 Psionic / Dream Forge Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Mindpower: +16 (+5 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 14 power out of 30/30) : Effective talent level: 3.0 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 31.39 mind damage, 34.58 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 2.64 mind and 2.91 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. Tap to cycle through comparison choices |
[vs. Champion's Will (67-107 power, 22 apr) (In main hand, 1 of 2)] Eyal's Will (22-24 power, 40 apr, nature damage)Eyal's Will (22-24 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2(-45.0 - -83.0) Uses stats: 60% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+18) Crit. chance: +5.0% (-7.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing 172 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +10 Wil / +0(-7) Con Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader +0.10 Wild-gift / Mindstar mastery Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Talent granted: +3 Ooze Spit Mindpower: +18 (+6 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 17 power out of 30/30) : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 50.51 slime damage for 12 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. Tap to cycle through comparison choices |
[vs. Champion's Will (67-107 power, 22 apr) (In main hand, 1 of 2)] Nexus of the Way (22-24 power, 40 apr, mind damage)Nexus of the Way (22-24 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2(-45.0 - -83.0) Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+18) Crit. chance: +5.0% (-7.0%) Attack speed: 100% (-) On weapon hit: - releases a burst of light, dealing 172 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +0(-12) Str / +0(-6) Mag / +6 Wil / +3 Cun / +0(-7) Con Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Talent masteries: +0.00(-0.20) Celestial / Sun +0.00(-0.10) Celestial / Radiance +0.00(-0.20) Celestial / Crusader Talents cooldown: Sun Ray ((+0(+1) turn) Absorption Strike ((+0(+1) turn) Flash of the Blade ((+0(+1) turn) Confusion immunity: +30% Mindpower: +18 (+6 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 34 power out of 60/60) : Effective talent level: 1.0 Power cost: 34 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 38 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. Tap to cycle through comparison choices |
[vs. Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) (In off hand)] Fire Dragon Shield (16 def, 9 armour, 58-69 power, 220 block)Fire Dragon Shield (16 def, 9 armour, 58-69 power, 220 block) Requires: - Shield usage training - Strength 28 Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6(+8.0 - +9.6) Uses stat: 100% Str Damage type: Fire Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% (-) Block value: +220 (-105) When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +9 (+5) Defense: +16 (+6 eff.) (+8 (+3 eff.)) Ranged Defense: +15 (+4 eff.) (+5 (+1 eff.)) Fatigue: +20% (+20%) Damage when hit (Melee): 17 fire On shield block: + 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Changes resistances: +0%(-30%) temporal / +35% fire Reduce damage by fixed amount: +0(-20) all Damage affinity(heal): +15% fire Talents granted: +1.00(-) Block Spell save: +0 (+0 eff.) (-20 (-7 eff.)) Spellpower: +0 (+0 eff.) (-12 (-2 eff.)) Slows Projectiles: +0% (-50%) Special effect on block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
[vs. Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) (In off hand)] Pitchhack (0 def, 10 armour, 68-82 power, 203.5 block)Pitchhack (0 def, 10 armour, 68-82 power, 203.5 block) Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2(+18.5 - +22.2) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% (+0.5%) Block value: +203 (-121) When this weapon hits: Turn Back the Clock (25% chance level 3). Damage (Melee): +21 physical / +16 cold Damage (radius 2) on crit: +8 fire When wielded/worn: Armour: +10 (+6) Defense: +0 (+0 eff.) (-8 (-3 eff.)) Ranged Defense: +0 (+0 eff.) (-10 (-3 eff.)) Fatigue: +8% (+8%) Damage when hit (Melee): 6 darkness On shield block: + Deals 181 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +9 Wil Changes resistances: +30% lightning / +16% physical / +12% darkness / +17% cold / +0%(-30%) temporal / +3% fire Reduce damage by fixed amount: +0(-20) all Talents granted: +1.00(-) Block Spell save: +0 (+0 eff.) (-20 (-7 eff.)) Spellpower: +0 (+0 eff.) (-12 (-2 eff.)) Slows Projectiles: +36% (-14%) Bonus block near projectiles: +61 Handheld deflection devices. |
[vs. Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) (In off hand)] Prismbraid the voratun shield (0 def, 20 armour, 66-79 power, 337 block)Prismbraid the voratun shield (0 def, 20 armour, 66-79 power, 337 block) Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.5 - 79.8(+16.5 - +19.8) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% (+0.5%) Block value: +337 (+12) When this weapon hits: Turn Back the Clock (25% chance level 3). Damage (Melee): +8 light / +26 cold When wielded/worn: Armour: +20 (+16) Defense: +0 (+0 eff.) (-8 (-3 eff.)) Ranged Defense: +0 (+0 eff.) (-10 (-3 eff.)) Fatigue: +8% (+8%) On shield block: + Deals 181 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Mag / +5 Wil / +6 Con Changes resistances: +9% acid / +0%(-30%) temporal / +11% fire / +28% cold / +5% arcane / +12% lightning Reduce damage by fixed amount: +0(-20) all Changes resistances penetration: +10% light Talents granted: +1.00(-) Block Physical save: +10 (+2 eff.) Spell save: +0 (+0 eff.) (-20 (-7 eff.)) Spellpower: +15 (+3 eff.) (+3 (+1 eff.)) Spell crit. chance: +6% Light radius: +1 Slows Projectiles: +0% (-50%) Handheld deflection devices. |
[vs. Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) (In off hand)] Shieldsmaiden (5 def, 20 armour, 48-57 power, 150 block)Shieldsmaiden (5 def, 20 armour, 48-57 power, 150 block) Requires: - Shield usage training - Strength 28 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 48.0 - 57.6(-2.0 - -2.4) Uses stat: 100% Str Damage type: Ice Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +8.0% (+3.5%) Block value: +150 (-175) When this weapon hits: Turn Back the Clock (25% chance level 3). When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 (+16) Defense: +5 (+2 eff.) (-3 (-1 eff.)) Ranged Defense: +12 (+3 eff.) (+2 (+0 eff.)) Fatigue: +10% (+10%) Changes resistances: +25% cold / +0%(-30%) temporal / +25% fire Reduce damage by fixed amount: +0(-20) all Talents granted: +1 Shieldsmaiden Aura +1.00(-) Block Spell save: +0 (+0 eff.) (-20 (-7 eff.)) Spellpower: +0 (+0 eff.) (-12 (-2 eff.)) Slows Projectiles: +0% (-50%) 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. |
[vs. Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) (In off hand)] Summertide (17 def, 15 armour, 52-62 power, 260 block)Summertide (17 def, 15 armour, 52-62 power, 260 block) Requires: - Shield usage training - Willpower 28 - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4(+2.0 - +2.4) Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% (-) Block value: +260 (-65) When this weapon hits: Turn Back the Clock (25% chance level 3). On weapon hit: * 30% chance to blind + releases a burst of light When wielded/worn: Armour: +15 (+11) Defense: +17 (+6 eff.) (+9 (+3 eff.)) Ranged Defense: +17 (+5 eff.) (+7 (+2 eff.)) Fatigue: +12% (+12%) Changes stats: +3 Cun / +5 Wil Changes resistances: +0%(-30%) temporal / +20% light / +10% fire / +12% mind / +15% darkness Reduce damage by fixed amount: +0(-20) all Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talents granted: +1.00(-) Block Spell save: +0 (+0 eff.) (-20 (-7 eff.)) Mental save: +18 (+8 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Spellpower: +0 (+0 eff.) (-12 (-2 eff.)) Mindpower: +8 (+3 eff.) Light radius: +3 Slows Projectiles: +0% (-50%) It can be used to send out a range 7 beam, lighting its path and dealing 97.19 to 121.49 light damage (based on Willpower and Cunning) Activation costs 7 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
[vs. Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) (In off hand)] Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block) Requires: - Shield usage training - Strength 40 Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. When used to attack (with talents): Base power: 50.0 - 60.0 Uses stat: 100% Str Damage type: Light Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% (-) Block value: +280 (-45) When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +20 (+16) Defense: +16 (+6 eff.) (+8 (+3 eff.)) Ranged Defense: +17 (+5 eff.) (+7 (+2 eff.)) Fatigue: +14% (+14%) Changes resistances: +30% blight / +0%(-30%) temporal / +30% darkness Reduce damage by fixed amount: +0(-20) all Talents granted: +1.00(-) Block Spell save: +19 (+7 eff.) (-1 (+0 eff.)) Spellpower: +0 (+0 eff.) (-12 (-2 eff.)) Light radius: +2 Slows Projectiles: +0% (-50%) When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
[vs. Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) (In off hand)] impervious voratun shield of resistance (0 def, 21 armour, 61-73 power, 316.5 block)This item will automatically be transmogrified when you leave the level. impervious voratun shield of resistance (0 def, 21 armour, 61-73 power, 316.5 block) Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 61.0 - 73.2(+11.0 - +13.2) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% (+0.5%) Block value: +316 (-8) When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +21 (+17) Defense: +0 (+0 eff.) (-8 (-3 eff.)) Ranged Defense: +0 (+0 eff.) (-10 (-3 eff.)) Fatigue: +8% (+8%) Changes stats: +6 Con Changes resistances: +11% acid / +0%(-30%) temporal / +9% fire / +11% cold / +12% lightning Reduce damage by fixed amount: +0(-20) all Talents granted: +1.00(-) Block Physical save: +12 (+3 eff.) Spell save: +0 (+0 eff.) (-20 (-7 eff.)) Spellpower: +0 (+0 eff.) (-12 (-2 eff.)) Slows Projectiles: +0% (-50%) Handheld deflection devices. |
[vs. Molten Skin (15 def, 12 armour) (Main armor)] Behemoth Hide (4 def, 6 armour)Behemoth Hide (4 def, 6 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-8.0%) Armour: +6 (-6) Defense: +4 (+1 eff.) (-11 (-4 eff.)) Ranged Defense: +8 (+2 eff.) Fatigue: +10% Damage (Melee): 0(-15) light / 0(-30) fire Damage (Ranged): 0(-15) light / 0(-30) fire Damage when hit (Melee): 0(-30) fire Changes stats: +5 Str / +0(-6) Mag / +0(-6) Cun / +3 Con Changes resistances: +0%(-20%) fire / +0%(-12%) light / +0%(+5%) cold Changes resistances penetration: +0%(-10%) light / +0%(-15%) fire Changes damage: +0%(-20%) fire / +0%(-5%) light / +0%(-10%) all Talent masteries: +0.00(-0.10) Celestial / Sun +0.00(-0.10) Spell / Wildfire +0.00(-0.10) Celestial / Sunlight +0.00(-0.10) Spell / Fire Critical mult.: +0.00% (-20.00%) Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Spellpower: +0 (+0 eff.) (-15 (-3 eff.)) Spell crit. chance: +0% (-10%) Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
[vs. Molten Skin (15 def, 12 armour) (Main armor)] Death's Embrace (18 def, 18 armour)Death's Embrace (18 def, 18 armour) Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +0.0% (-8.0%) Armour: +18 (+6) Armour Hardiness: +15% Defense: +18 (+6 eff.) (+3 (+1 eff.)) Damage (Melee): 0(-15) light / 0(-30) fire Damage (Ranged): 0(-15) light / 0(-30) fire Damage when hit (Melee): 15 cold / 15 darkness / 0(-30) fire Changes stats: +5 Dex / +5(-1) Mag / +5(-1) Cun Changes resistances: +30% temporal / +30% darkness / +0%(-20%) fire / +0%(-12%) light / +30%(+35%) cold Changes resistances penetration: +0%(-10%) light / +0%(-15%) fire Changes damage: +0%(-5%) light / +20% darkness / +20% cold / +0%(-20%) fire / +0%(-10%) all Talent masteries: +0.00(-0.10) Celestial / Sun +0.10 Spell / Dreadmaster +0.00(-0.10) Celestial / Sunlight +0.10 Cunning / Stealth +0.10 Spell / Phantasm +0.00(-0.10) Spell / Wildfire +0.00(-0.10) Spell / Fire Critical mult.: +20.00% (-) Stealth bonus: +10 Spellpower: +10 (+2 eff.) (-5 (-1 eff.)) Spell crit. chance: +0% (-10%) It can be used to turn yourself invisible (power 47, based on Cunning and Magic) for 10 turns Activation costs 29 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
[vs. Molten Skin (15 def, 12 armour) (Main armor)] Chromatic Harness (10 def, 14 armour)Chromatic Harness (10 def, 14 armour) Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +0.0% (-8.0%) Armour: +14 (+2) Defense: +10 (+3 eff.) (-5 (-2 eff.)) Fatigue: +16% Damage (Melee): 0(-15) light / 0(-30) fire Damage (Ranged): 0(-15) light / 0(-30) fire Damage when hit (Melee): 0(-30) fire Changes stats: +6 Str / +0(-6) Mag / +6 Wil / +4(-2) Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +0%(-12%) light / +20%(-) fire / +20%(+25%) cold / +20% acid Changes resistances penetration: +0%(-10%) light / +0%(-15%) fire Changes damage: +0%(-20%) fire / +0%(-5%) light / +0%(-10%) all Grants telepathy: Dragon Talent masteries: +0.00(-0.10) Celestial / Sun +0.00(-0.10) Spell / Wildfire +0.00(-0.10) Celestial / Sunlight +0.00(-0.10) Spell / Fire Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Critical mult.: +0.00% (-20.00%) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% Spellpower: +0 (+0 eff.) (-15 (-3 eff.)) Spell crit. chance: +0% (-10%) This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
[vs. Molten Skin (15 def, 12 armour) (Main armor)] Cuirass of the Dark Lord (0 def, 30 armour)Cuirass of the Dark Lord (0 def, 30 armour) Requires: - Massive armour training - Strength 52 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +0.0% (-8.0%) Physical power: +10 (+2 eff.) Armour: +30 (+18) Defense: +0 (+0 eff.) (-15 (-5 eff.)) Fatigue: +25% Damage (Melee): 0(-15) light / 0(-30) fire Damage (Ranged): 0(-15) light / 0(-30) fire Damage when hit (Melee): 0(-30) fire / 30 physical Changes stats: +10 Str / +0(-6) Mag / +0(-6) Cun / +10 Con Changes resistances: +0%(+5%) cold / +0%(-20%) fire / +0%(-12%) light / +20% physical Changes resistances penetration: +0%(-10%) light / +0%(-15%) fire Changes damage: +0%(-20%) fire / +0%(-5%) light / +0%(-10%) all Talent masteries: +0.00(-0.10) Celestial / Sun +0.00(-0.10) Spell / Wildfire +0.00(-0.10) Celestial / Sunlight +0.00(-0.10) Spell / Fire Critical mult.: +0.00% (-20.00%) Physical save: +15 (+4 eff.) Spellpower: +0 (+0 eff.) (-15 (-3 eff.)) Spell crit. chance: +0% (-10%) Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 304.80 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed Activation costs 15 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
[vs. Emblem of Evasion (Around waist)] Mighty GirdleMighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Ranged Defense: +0 (+0 eff.) (-20 (-7 eff.)) Fatigue: -10% Changes stats: +0(-12) Dex / +0(-10) Cun / +0(-8) Lck Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Deflect projectiles away: +0% (-15%) Slows Projectiles: +0% (-30%) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
[vs. Emblem of Evasion (Around waist)] Neira's MemoryNeira's Memory Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Ranged Defense: +0 (+0 eff.) (-20 (-7 eff.)) Changes stats: +0(-12) Dex / +5 Wil / +2(-8) Cun / +0(-8) Lck Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 Deflect projectiles away: +0% (-15%) Slows Projectiles: +0% (-30%) It can be used to surround yourself with a magical shield (strength 432, based on Magic) for 10 turns Activation costs 12 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. |
[vs. Emblem of Evasion (Around waist)] Girdle of PreservationGirdle of Preservation Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Ranged Defense: +0 (+0 eff.) (-20 (-7 eff.)) Changes stats: +0(-12) Dex / +5 Wil / +0(-10) Cun / +5 Con / +0(-8) Lck Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+4 eff.) Spell save: +15 (+5 eff.) Mental save: +15 (+7 eff.) Confusion immunity: +20% Deflect projectiles away: +0% (-15%) Slows Projectiles: +0% (-30%) A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
[vs. Emblem of Evasion (Around waist)] Lightning CatcherLightning Catcher Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Ranged Defense: +0 (+0 eff.) (-20 (-7 eff.)) Fatigue: +5% Changes stats: +0(-12) Dex / +0(-10) Cun / +0(-8) Lck Changes resistances: +30% lightning Stun/Freeze immunity: +30% Deflect projectiles away: +0% (-15%) Slows Projectiles: +0% (-30%) Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
[vs. Radiance (15 def, 0 armour) (Cloak)] Flameshaper (12 def, 0 armour)Flameshaper (12 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +12 (+4 eff.) (-3 (-1 eff.)) Effects on melee hit: * 20% chance to reduce armor by 46% Damage when hit (Melee): 0(-30) blinding light Changes stats: +2(-8) Mag / +7 Wil / +0(-10) Cun Changes resistances: +0%(-30%) light / +0%(-30%) darkness Changes resistances cap: +0%(-10%) light Changes resistances penetration: +10% acid / +15% fire Changes damage: +0%(-25%) light Talent category bonus: +0.00 (+-0.20 )Celestial Physical save: +9 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Spellpower: +0 (+0 eff.) (-20 (-4 eff.)) Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Radiance (15 def, 0 armour) (Cloak)] Wind's Whisper (4 def, 0 armour)Wind's Whisper (4 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) (-11 (-4 eff.)) Damage when hit (Melee): 0(-30) blinding light Changes stats: +3 Dex / +0(-10) Cun / +0(-10) Mag Changes resistances: +0%(-30%) light / +0%(-30%) darkness Changes resistances cap: +0%(-10%) light Changes damage: +0%(-25%) light Talent category bonus: +0.00 (+-0.20 )Celestial Silence immunity: +30% Spellpower: +0 (+0 eff.) (-20 (-4 eff.)) Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 29 power out of 50/50) : Effective talent level: 2.0 Power cost: 29 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
[vs. Radiance (15 def, 0 armour) (Cloak)] Ethereal Embrace (10 def, 0 armour)Ethereal Embrace (10 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) (-5 (-2 eff.)) Damage when hit (Melee): 0(-30) blinding light Changes stats: +0(-10) Cun / +8(-2) Mag Changes resistances: +0%(-30%) light / +12% arcane / +12%(-18%) darkness Changes resistances cap: +0%(-10%) light Changes damage: +0%(-25%) light / +15% arcane / +15% darkness Talent category bonus: +0.00 (+-0.20 )Celestial Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +0 (+0 eff.) (-20 (-4 eff.)) Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 16 power out of 28/28) : Effective talent level: 2.0 Power cost: 16 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 148.62 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
[vs. Radiance (15 def, 0 armour) (Cloak)] Threads of Fate (10 def, 0 armour)Threads of Fate (10 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) (-5 (-2 eff.)) Damage when hit (Melee): 0(-30) blinding light Changes stats: +6(-4) Mag / +6 Wil / +0(-10) Cun / +10 Lck Changes resistances: +20% temporal / +0%(-30%) light / +0%(-30%) darkness Changes resistances cap: +0%(-10%) light / +10% temporal Changes damage: +0%(-25%) light / +10% temporal Talent category bonus: +0.00 (+-0.20 )Celestial Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+5 eff.) Spell save: +20 (+7 eff.) Mental save: +20 (+9 eff.) Confusion immunity: +40% Spellpower: +8 (+2 eff.) (-12 (-2 eff.)) It can be used to activate talent See the Threads (costing 29 power out of 50/50) : Effective talent level: 1.0 Power cost: 29 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
[vs. Eden's Guile (2 def, 1 armour) (On feet)] 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: Armour: +0 (-1) Defense: +4 (+2 eff.) (+2 (+1 eff.)) Fatigue: -10% (-12%) Changes stats: +3 Dex / +0(-3) Cun Changes resistances: +5% physical Talent masteries: +0.00(-0.20) Cunning / Survival +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
[vs. Eden's Guile (2 def, 1 armour) (On feet)] 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: Armour: +0 (-1) Defense: +6 (+2 eff.) (+4 (+1 eff.)) Fatigue: +1% (-1%) Changes stats: +8(+5) Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Talent mastery: +0.00(-0.20) Cunning / Survival Spellpower: +15 (+3 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 294 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 14 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
[vs. Eden's Guile (2 def, 1 armour) (On feet)] Scorched Boots (4 def, 4 armour)Scorched Boots (4 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 (+3) Defense: +4 (+2 eff.) (+2 (+1 eff.)) Fatigue: +8% (+6%) Changes stats: +0(-3) Cun Changes damage: +15% blight / +15% fire / +15% darkness Talent mastery: +0.00(-0.20) Cunning / Survival Spellpower: +13 (+3 eff.) Spell crit. chance: +6% It can be used to activate talent Poison Storm (costing 17 power out of 40/40) : Effective talent level: 3.0 Power cost: 17 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 31.16 blight damage and is poisoned for 124.65 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 29%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 26% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
[vs. Gorigas (0 def, 3 armour) (On hands)] Fist of the Destroyer (8 def, 0 armour)Fist of the Destroyer (8 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Armour: +0 (-3) Defense: +8 (+3 eff.) Damage (Melee): 0(-9) acid / 0(-4) lightning / 0(-14) mind / 0(-6) cold / 0(-18) arcane / 0(-8) fire Changes stats: +9 Str / +9(-1) Mag / +0(-12) Wil / +3 Cun Changes resistances: +0%(-9%) arcane / +0%(-9%) mind Changes resistances penetration: +0%(-10%) arcane Changes damage: +0%(-7%) arcane / +0%(-8%) mind Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Stun/Freeze immunity: +20% Vim when firing critical spell: +0.00 (-2.00) Maximum vim: +25.00 Spellpower: +0 (+0 eff.) (-9 (-2 eff.)) Damage Shield penetration: +0% (-20%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 7 power out of 12/12) : Effective talent level: 5.0 Power cost: 7 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 155.86 fire damage and 173.84 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
[vs. Gorigas (0 def, 3 armour) (On hands)] Will of Ul'Gruth (0 def, 15 armour)Will of Ul'Gruth (0 def, 15 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 (+12) Damage (Melee): 0(-9) acid / 0(-4) lightning / 0(-14) mind / 0(-6) cold / 0(-18) arcane / 0(-8) fire Changes stats: +5 Str / +5(-5) Mag / +0(-12) Wil Changes resistances: +0%(-9%) arcane / +0%(-9%) mind Changes resistances penetration: +0%(-10%) arcane / +10% all Changes damage: +0%(-8%) mind / +0%(-7%) arcane / +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Spell save: +0 (+0 eff.) (-6 (-2 eff.)) Vim when firing critical spell: +0.00 (-2.00) Spellpower: +0 (+0 eff.) (-9 (-2 eff.)) Damage Shield penetration: +0% (-20%) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
[vs. Sun's Might (10 def, 5 armour) (On head)] Crown of the Elements (0 def, 10 armour)Crown of the Elements (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Armour: +10 (+5) Defense: +0 (+0 eff.) (-10 (-3 eff.)) Fatigue: +5% (-) Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +0(-32) Str / +0(-9) Dex / +10(+6) Mag / +10(+3) Wil Changes resistances: +25% acid / +0%(-15%) physical / +25% fire / +25% lightning / +25% cold Changes damage: +25% acid / +0%(-9%) physical / +25% fire / +25% lightning / +25% cold Physical save: +0 (+0 eff.) (-14 (-4 eff.)) Mana when firing critical spell: +0.00 (-2.00) Maximum life: +0.00 (-60.00) Spellpower: +15 (+3 eff.) Mindpower: +15 (+5 eff.) Healing mod.: +0% (-15%) This jeweled crown shimmers with colors. |
[vs. Sun's Might (10 def, 5 armour) (On head)] Omniscience (7 def, 0 armour)Omniscience (7 def, 0 armour) Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Armour: +0 (-5) Defense: +7 (+2 eff.) (-3 (-1 eff.)) Fatigue: +0% (-5%) Changes stats: +0(-32) Str / +0(-9) Dex / +0(-4) Mag / +0(-7) Wil Changes resistances: +15% mind / +0%(-15%) physical Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Changes damage: +0%(-9%) physical Physical save: +0 (+0 eff.) (-14 (-4 eff.)) Mental save: +25 (+10 eff.) Confusion immunity: +40% Mana when firing critical spell: +0.00 (-2.00) Psi when firing a critical mind attack: +6.00 Maximum life: +0.00 (-60.00) Maximum psi: +50.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Infravision radius: +5 Healing mod.: +0% (-15%) It can be used to reveal the surrounding area (range 20) Activation costs 17 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
[vs. Sun's Might (10 def, 5 armour) (On head)] defender's drakeskin leather cap of might (7 def, 12 armour)This item will automatically be transmogrified when you leave the level. defender's drakeskin leather cap of might (7 def, 12 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) (-8 (-2 eff.)) Armour: +12 (+7) Defense: +7 (+2 eff.) (-3 (-1 eff.)) Fatigue: +5% (-) Changes stats: +5(-27) Str / +0(-9) Dex / +0(-4) Mag / +0(-7) Wil / +5 Con Changes resistances: +0%(-15%) physical / +5% all Changes damage: +0%(-9%) physical Physical save: +13 (+4 eff.) (-1 (+0 eff.)) Mana when firing critical spell: +0.00 (-2.00) Maximum life: +0.00 (-60.00) Healing mod.: +0% (-15%) A cap made of leather. |
[vs. Sun's Might (10 def, 5 armour) (On head)] Crown of Command (3 def, 6 armour)Crown of Command (3 def, 6 armour) Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Armour: +6 (+1) Defense: +3 (+1 eff.) (-7 (-2 eff.)) Fatigue: +4% (-1%) Changes stats: +0(-32) Str / +0(-9) Dex / +0(-4) Mag / +10(+3) Wil / +3 Con Changes resistances: +8%(-7%) physical Changes damage: +0%(-9%) physical Talent masteries: +0.20 Technique / Superiority +0.20 Cunning / Survival Physical save: +0 (+0 eff.) (-14 (-4 eff.)) Mana when firing critical spell: +0.00 (-2.00) Maximum life: +0.00 (-60.00) Mindpower: +5 (+2 eff.) Healing mod.: +0% (-15%) Activating this item is instant. It can be used to activate talent Indomitable (costing 34 power out of 60/60) : Effective talent level: 1.0 Power cost: 34 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
[vs. Sun's Might (10 def, 5 armour) (On head)] Dragon-helm of Kroltar (5 def, 9 armour)Dragon-helm of Kroltar (5 def, 9 armour) Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Physical power: +0 (+0 eff.) (-12 (-3 eff.)) Armour: +9 (+4) Defense: +5 (+1 eff.) (-5 (-2 eff.)) Fatigue: +10% (+5%) Changes stats: +5(-27) Str / +0(-9) Dex / +0(-4) Mag / +5(-2) Wil / +5 Con / -4 Lck Changes resistances: +0%(-15%) physical Changes damage: +10%(+1%) physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect Physical save: +0 (+0 eff.) (-14 (-4 eff.)) Mana when firing critical spell: +0.00 (-2.00) Maximum life: +0.00 (-60.00) Healing mod.: +0% (-15%) It can be used to activate talent Bellowing Roar (costing 26 power out of 45/45) : Effective talent level: 3.0 Power cost: 26 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 214.93 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
7 agate 7 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine 12 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst 9 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% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli 8 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 quartz 8 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 jade 8 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise 8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
35 bloodstone 35 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
31 fire opal 31 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
29 diamond 29 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
36 moonstone 36 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
24 pearl 24 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 17 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
192 alchemist agate 192 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. |
[vs. Solar Flare (Light source)] Summertide PhialSummertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes stats: +0(-7) Mag Changes resistances: +0%(-12%) blight / +0%(-6%) cold / +30%(+15%) light / +0%(-30%) darkness Changes resistances penetration: +0%(-20%) cold Changes damage: +0%(-6%) blight / +0%(-15%) cold / +10%(-18%) light / +0%(-15%) darkness Damage affinity(heal): +0%(-10%) light / +0%(-5%) darkness Spellpower: +0 (+0 eff.) (-17 (-3 eff.)) Light radius: +5 (-9) Infravision radius: +0 (-5) Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(87 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
[vs. Solar Flare (Light source)] Ragemas the NightwyrdRagemas the Nightwyrd Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +25 (+5 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 26% Damage when hit (Melee): 10 darkness Changes stats: +5 Str / +0(-7) Mag / +3 Con Changes resistances: +0%(-12%) blight / +0%(-6%) cold / +0%(-30%) darkness / +0%(-15%) light Changes resistances penetration: +10% light / +0%(-20%) cold Changes damage: +0%(-6%) blight / +0%(-15%) cold / +0%(-28%) light / +0%(-15%) darkness Damage affinity(heal): +0%(-10%) light / +0%(-5%) darkness Physical save: +10 (+2 eff.) Spellpower: +0 (+0 eff.) (-17 (-3 eff.)) Light radius: +4 (-10) Infravision radius: +0 (-5) Healing mod.: +21% A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. Solar Flare (Light source)] Spectral CageSpectral Cage Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +0(-7) Mag Changes resistances: +0%(-12%) blight / +20%(+14%) cold / +0%(-30%) darkness / +0%(-15%) light Changes resistances penetration: +10%(-10%) cold Changes damage: +0%(-6%) blight / +15%(-) cold / +0%(-28%) light / +0%(-15%) darkness Damage affinity(heal): +0%(-10%) light / +0%(-5%) darkness Spellpower: +10 (+2 eff.) (-7 (-1 eff.)) Light radius: +5 (-9) Infravision radius: +0 (-5) It can be used to release a will o' the wisp that will explode against your foes for 553 cold damage (based on your Magic) Activation costs 12 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
[vs. Solar Flare (Light source)] HealsawHealsaw Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 21% chance to slow global speed by 60% * 21% chance to reduce all saves and defense by 32 Damage when hit (Melee): 30 fire / 6 arcane / 10 mind Changes stats: +0(-7) Mag Changes resistances: +0%(-30%) darkness / +0%(-15%) light / +0%(-12%) blight / +10% fire / +15% mind / +0%(-6%) cold Changes resistances penetration: +0%(-20%) cold Changes damage: +0%(-28%) light / +0%(-6%) blight / +0%(-15%) cold / +27% arcane / +0%(-15%) darkness Damage affinity(heal): +0%(-10%) light / +0%(-5%) darkness Spellpower: +0 (+0 eff.) (-17 (-3 eff.)) Light radius: +5 (-9) Infravision radius: +0 (-5) Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
[vs. Solar Flare (Light source)] dwarven lantern 'Quenchmistress'dwarven lantern 'Quenchmistress' Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 4 cold Changes stats: +8(+1) Mag Changes resistances: +11%(-19%) darkness / +15%(+3%) blight / +18%(+12%) cold / +5% arcane / +0%(-15%) light Changes resistances penetration: +20%(-) cold Changes damage: +9% lightning / +0%(-28%) light / +0%(-6%) blight / +0%(-15%) cold / +0%(-15%) darkness Damage affinity(heal): +0%(-10%) light / +0%(-5%) darkness Spellpower: +21 (+4 eff.) (+4 (+1 eff.)) Spell crit. chance: +4% Light radius: +11 (-3) Infravision radius: +5 (-) See invisible: +13 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: 1.0 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 34 blight damage or heals 44 life. Creatures standing in the retch also have 8% 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. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
[vs. Solar Flare (Light source)] Eldritch PearlEldritch Pearl Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +4 Str / +4 Dex / +4(-3) Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Changes resistances: +0%(-12%) blight / +0%(-6%) cold / +0%(-30%) darkness / +0%(-15%) light Changes resistances penetration: +0%(-20%) cold Changes damage: +0%(-6%) blight / +0%(-15%) cold / +0%(-28%) light / +0%(-15%) darkness Damage affinity(heal): +0%(-10%) light / +0%(-5%) darkness Allows you to breathe in: water Spellpower: +12 (+2 eff.) (-5 (-1 eff.)) Light radius: +6 (-8) Infravision radius: +0 (-5) It can be used to activate talent Tidal Wave (costing 46 power out of 150/150) : Effective talent level: 4.0 Power cost: 46 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 51.71 cold damage and 52.54 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
[vs. Solar Flare (Light source)] Planar BeaconPlanar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +0(-7) Mag Changes resistances: +0%(-12%) blight / +0%(-6%) cold / +0%(-30%) darkness / +0%(-15%) light Changes resistances penetration: +0%(-20%) cold Changes damage: +0%(-6%) blight / +0%(-15%) cold / +0%(-28%) light / +0%(-15%) darkness Damage affinity(heal): +0%(-10%) light / +0%(-5%) darkness Spellpower: +0 (+0 eff.) (-17 (-3 eff.)) Light radius: +3 (-11) Infravision radius: +0 (-5) It can be used to activate talent Fearscape Shift (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 5 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 213.08 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 213.08 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. |
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 Activation costs 46 power out of 63/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
[vs. Lightbringer's Wand (Tool)] Bizzare ContraptionBizzare Contraption 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Damage when hit (Melee): 0(-18) light Changes stats: +8 Cun Changes resistances: +15% lightning / +0%(-12%) darkness / +0%(-12%) light Changes damage: +15% lightning / +0%(-10%) light Physical save: +18 (+4 eff.) Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Light radius: +0 (-2) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
[vs. Lightbringer's Wand (Tool)] Eareldil (dig speed 7 turns)Eareldil (dig speed 7 turns) Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Armour: +12 Damage when hit (Melee): 0(-18) light Changes stats: +3 Str / +3 Dex / +8 Cun / +2 Con Changes resistances: +10% fire / +9%(-3%) darkness / +0%(-12%) light Changes resistances penetration: +25% temporal Changes damage: +0%(-10%) light Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Light radius: +0 (-2) Infravision radius: +11 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Lightbringer's Wand (Tool)] Eye of the Dreaming OneEye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-18) light Changes stats: +5 Wil Changes resistances: +0%(-12%) darkness / +0%(-12%) light Changes damage: +0%(-10%) light Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) Light radius: +0 (-2) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
[vs. Lightbringer's Wand (Tool)] Prox's Lucky Halfling FootProx's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Damage when hit (Melee): 0(-18) light Changes stats: +5 Lck Changes resistances: +0%(-12%) darkness / +0%(-12%) light Changes damage: +0%(-10%) light Trap disarming bonus: +5 Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Light radius: +0 (-2) 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. |
[vs. Lightbringer's Wand (Tool)] Fortune's EyeFortune's Eye Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 0(-18) light Changes stats: +10 Lck / +5 Cun Changes resistances: +0%(-12%) darkness / +0%(-12%) light Changes damage: +0%(-10%) light Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) (-5 (-2 eff.)) Mental save: +10 (+5 eff.) Light radius: +0 (-2) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 11 power out of 35/35) : Effective talent level: 2.4 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
[vs. Lightbringer's Wand (Tool)] Bladed RiftBladed Rift Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 0(-18) light / 25 physical bleed Changes resistances: +15% temporal / +0%(-12%) darkness / +0%(-12%) light Changes damage: +10% temporal / +0%(-10%) light / +5% physical Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Spellpower: +10 (+2 eff.) Mindpower: +10 (+3 eff.) Light radius: +0 (-2) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 5.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Demonic Orb of Many Ways Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 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 Activation costs 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 Activation costs 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 Activation costs 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) Activation costs 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 Activation costs 115 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 (1/1) Rod of Spydric Poison (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 805.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 15 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
[vs. Lightbringer's Wand (Tool)] Lavaoozer [power 107] (15 cooldown)Lavaoozer [power 107] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 6 acid / 6 fire / 0(-18) light Changes resistances: +6% acid / +0%(-12%) darkness / +0%(-12%) light Changes damage: +15% acid / +0%(-10%) light Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Light radius: +0 (-2) It can be used to setup a psionic shield, reducing all damage taken by 107 for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
[vs. Lightbringer's Wand (Tool)] piercing voratun torque of clear mind [power 5] (15 cooldown)This item will automatically be transmogrified when you leave the level. piercing voratun torque of clear mind [power 5] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 0(-18) light Changes resistances: +0%(-12%) darkness / +0%(-12%) light Changes damage: +0%(-10%) light Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Light radius: +0 (-2) It can be used to remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Lightbringer's Wand (Tool)] Honeywood ChaliceHoneywood Chalice Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 0(-18) light Changes stats: +5 Str Changes resistances: +0%(-12%) light / +10% nature / +0%(-12%) darkness Changes damage: +0%(-10%) light / +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Life regen: +0.15 Light radius: +0 (-2) 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. |
[vs. Lightbringer's Wand (Tool)] Shinestreak the elven-wood totem of stinging [power 410] (9 cooldown)Shinestreak the elven-wood totem of stinging [power 410] (9 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 8(-10) light / 10 fire Changes resistances: +18% fire / +6%(-6%) light / +0%(-12%) darkness Changes resistances penetration: +15% light Changes damage: +0%(-10%) light / +15% fire Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Light radius: +2 (-) It can be used to sting an enemy dealing 451 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
[vs. Lightbringer's Wand (Tool)] The Guardian's TotemThe Guardian's Totem Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 60% Damage when hit (Melee): 0(-18) light Changes stats: +10 Wil Changes resistances: +20% blight / +0%(-12%) light / +20% arcane / +0%(-12%) darkness Changes damage: +0%(-10%) light Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+7 eff.) (+5 (+2 eff.)) Mindpower: +8 (+3 eff.) Light radius: +0 (-2) It can be used to call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.) Activation costs 29 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
[vs. Lightbringer's Wand (Tool)] elven-wood wand of shielding 'Stormstoker' [power 326] (12 cooldown)elven-wood wand of shielding 'Stormstoker' [power 326] (12 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Armour: +6 Damage when hit (Melee): 0(-18) light Changes stats: +3 Str Changes resistances: +0%(-12%) darkness / +0%(-12%) light Changes resistances penetration: +10% lightning Changes damage: +0%(-10%) light Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Light radius: +0 (-2) It can be used to create a shield absorbing up to 326 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 12 turns. When used: * Reduce fatigue by 32% for 2 turns. * Heal for 45. * Gain a 18% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Lightbringer's Wand (Tool)] evasive elven-wood wand of lightning storm [power 374] (9 cooldown)evasive elven-wood wand of lightning storm [power 374] (9 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 0(-18) light Changes resistances: +0%(-12%) darkness / +0%(-12%) light Changes damage: +0%(-10%) light Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Light radius: +0 (-2) It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 86 lightning damage and will be dazed for 1 turn (433 total damage) Activation puts all charms on cooldown for 9 turns. When used: * Gain a 19% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
[vs. Lightbringer's Wand (Tool)] Void ShardVoid Shard Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness / 0(-18) light Changes stats: +8 Mag Changes resistances: +10% temporal / +10%(-2%) darkness / +0%(-12%) light Changes damage: +12% temporal / +12% darkness / +0%(-10%) light Spell save: +0 (+0 eff.) (-15 (-5 eff.)) Spellpower: +10 (+2 eff.) Light radius: +0 (-2) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 256.30 temporal and 337.85 darkness damage (based on Magic) Activation costs 12 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Siobhan the Cornac Sun Paladin level 33
25th Regrowth 123rd year of Ascendancy at 16:04 see stats
By Siobhan the Cornac Sun Paladin level 25
1st Decay 122nd year of Ascendancy at 06:52 see stats
By Siobhan the Cornac Sun Paladin level 32
22nd Regrowth 123rd year of Ascendancy at 21:44 see stats
By Siobhan the Cornac Sun Paladin level 40
1st Time of Balance 123rd year of Ascendancy at 00:46 see stats
By Siobhan the Cornac Sun Paladin level 45
9th Dusk 123rd year of Ascendancy at 01:40 see stats
By Siobhan the Cornac Sun Paladin level 50
31st Regrowth 124th year of Ascendancy at 01:42 see stats
By Siobhan the Cornac Sun Paladin level 27
1st Regrowth 123rd year of Ascendancy at 21:55 see stats
By Siobhan the Cornac Sun Paladin level 50
60th Haze 123rd year of Ascendancy at 14:11 see stats
By Siobhan the Cornac Sun Paladin level 50
14th Haze 123rd year of Ascendancy at 01:29 see stats
By Siobhan the Cornac Sun Paladin level 36
71st Regrowth 123rd year of Ascendancy at 22:31 see stats
By Siobhan the Cornac Sun Paladin level 39
78th Regrowth 123rd year of Ascendancy at 01:13 see stats
By Siobhan the Cornac Sun Paladin level 20
52nd Haze 122nd year of Ascendancy at 06:27 see stats
By Siobhan the Cornac Sun Paladin level 41
79th Pyre 123rd year of Ascendancy at 03:20 see stats
By Siobhan the Cornac Sun Paladin level 22
68th Haze 122nd year of Ascendancy at 02:44 see stats
By Siobhan the Cornac Sun Paladin level 50
16th Regrowth 124th year of Ascendancy at 14:06 see stats
By Siobhan the Cornac Sun Paladin level 50
14th Haze 123rd year of Ascendancy at 03:42 see stats
By Siobhan the Cornac Sun Paladin level 49
2nd Haze 123rd year of Ascendancy at 06:47 see stats
By Siobhan the Cornac Sun Paladin level 35
68th Regrowth 123rd year of Ascendancy at 19:17 see stats
By Siobhan the Cornac Sun Paladin level 25
1st Decay 122nd year of Ascendancy at 03:53 see stats
By Siobhan the Cornac Sun Paladin level 33
25th Regrowth 123rd year of Ascendancy at 15:01 see stats
By Siobhan the Cornac Sun Paladin level 10
3rd Mirth 122nd year of Ascendancy at 04:33 see stats
By Siobhan the Cornac Sun Paladin level 20
51st Haze 122nd year of Ascendancy at 23:29 see stats
By Siobhan the Cornac Sun Paladin level 30
18th Regrowth 123rd year of Ascendancy at 01:44 see stats
By Siobhan the Cornac Sun Paladin level 40
79th Regrowth 123rd year of Ascendancy at 04:30 see stats
By Siobhan the Cornac Sun Paladin level 50
13rd Haze 123rd year of Ascendancy at 15:00 see stats
By Siobhan the Cornac Sun Paladin level 4
76th Pyre 122nd year of Ascendancy at 16:25 see stats
By Siobhan the Cornac Sun Paladin level 27
5th Regrowth 123rd year of Ascendancy at 22:28 see stats
By Siobhan the Cornac Sun Paladin level 50
2nd Regrowth 124th year of Ascendancy at 17:48 see stats
By Siobhan the Cornac Sun Paladin level 50
65th Haze 123rd year of Ascendancy at 04:20 see stats
By Siobhan the Cornac Sun Paladin level 26
6th Decay 122nd year of Ascendancy at 09:18 see stats
By Siobhan the Cornac Sun Paladin level 27
2nd Wintertide 123rd year of Ascendancy at 07:52 see stats
By Siobhan the Cornac Sun Paladin level 44
2nd Dusk 123rd year of Ascendancy at 23:52 see stats
By Siobhan the Cornac Sun Paladin level 28
11st Regrowth 123rd year of Ascendancy at 14:42 see stats
By Siobhan the Cornac Sun Paladin level 37
72nd Regrowth 123rd year of Ascendancy at 00:05 see stats
By Siobhan the Cornac Sun Paladin level 25
1st Decay 122nd year of Ascendancy at 06:52 see stats
By Siobhan the Cornac Sun Paladin level 10
8th Mirth 122nd year of Ascendancy at 01:49 see stats
By Siobhan the Cornac Sun Paladin level 25
1st Decay 122nd year of Ascendancy at 06:52 see stats
By Siobhan the Cornac Sun Paladin level 34
40th Regrowth 123rd year of Ascendancy at 03:16 see stats
By Siobhan the Cornac Sun Paladin level 44
2nd Dusk 123rd year of Ascendancy at 23:52 see stats
By Siobhan the Cornac Sun Paladin level 15
28th Haze 122nd year of Ascendancy at 16:59 see stats
By Siobhan the Cornac Sun Paladin level 41
68th Pyre 123rd year of Ascendancy at 16:47 see stats
By Siobhan the Cornac Sun Paladin level 34
39th Regrowth 123rd year of Ascendancy at 10:47 see stats
By Siobhan the Cornac Sun Paladin level 26
1st Wintertide 123rd year of Ascendancy at 02:03 see stats
By Siobhan the Cornac Sun Paladin level 19
48th Haze 122nd year of Ascendancy at 23:40 see stats
By Siobhan the Cornac Sun Paladin level 31
22nd Regrowth 123rd year of Ascendancy at 02:26 see stats
Log
A shield forms around Elandar.
Lightbringer hits Argoniel for 249 light damage.
Lightbringer hits Elandar for 212 light damage.
Elandar receives 77 healing from High Sun Paladin Aeryn's healing light area effect.
Siobhan receives 89 healing from High Sun Paladin Aeryn's healing light area effect.
Argoniel receives 84 healing from High Sun Paladin Aeryn's healing light area effect.
Mirror Image receives 62 healing from High Sun Paladin Aeryn's healing light area effect.
Argoniel casts Catalepsy.
Diseases BURN THROUGH Siobhan!
Siobhan is free from the woeful disease.
Your shield crumbles under the damage!
The shield around Siobhan crumbles.
Siobhan is free from the weakness disease.
You are no longer encumbered.
Siobhan shrugs off the effect 'Stunned'!
Diseases BURN THROUGH Mirror Image!
Mirror Image is free from the weakness disease.
The shield around Mirror Image crumbles.
Argoniel damages herself through Martyrdom!
Argoniel hits Mirror Image for (62 absorbed), 650 blight (650 total damage).
Argoniel hits Siobhan for (20 flat reduction), (89 absorbed), 8 blight, (20 flat reduction), 483 blight (492 total damage).
Mirror Image hits Argoniel for (20 absorbed), 0 blight (0 total damage).
Argoniel receives 138 healing from Blood Splash.
Siobhan hits Argoniel for (0 absorbed), 0 light, (0 absorbed), 0 blight, (17 absorbed), 4 light, (7 absorbed), 1 blight (6 total damage).
Shield of Light hits Siobhan for 43 healing, 43 healing (0 total damage) [86 healing].
Siobhan the level 50 cornac sun paladin was fouled to death by a Argoniel on level 11 of High Peak.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Shield of Light killed Siobhan!