Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Doctornull's Tweak Pack 1.2.3A collection of tweaks for existing ToME content. Items Vault 1.3.0Donators/Buyers bonus! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Adjustable Talent/Stat/Generic/Category Point Multiplier 1.2.5Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Arcanum Class Pack 1.3.0Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Superhuman |
| Class | Adventurer |
| Level / Exp | 50 / 2177% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 230 (base 60) |
| Dexterity | 141 (base 61) |
| Constitution | 135 (base 63) |
| Magic | 126 (base 60) |
| Willpower | 125 (base 61) |
| Cunning | 137 (base 62) |
Resources
| Paradox | 300 |
| Mana | 674/674 |
| Psi | 215/215 |
| Vim | 299/299 |
| Life | 3496/3496 |
| Positive | 0/227 |
| Stamina | 582/582 |
| Equilibrium | 20 |
| Healing Factor | 2 |
| Regeneration | 59.1 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +65% |
| Spell | 0% |
| Global | +220% |
Vision
| Sight | 10 |
| Lite | 17 |
| Infravision | 9 |
| See Invisible | 13 |
| ESP Range | 10 |
| ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
| Damage | 252 |
| Accuracy | 105 |
| Crit Chance | 154% |
| APR | 76 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 206 |
| Accuracy | 106 |
| Crit Chance | 154% |
| APR | 80 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 103.25467393592 |
| Crit Chance | 100% |
| Speed | 1 |
| Cooldown Reduction | 40 |
Offense: Mind
| Mindpower | 94.66 |
| Crit Chance | 75% |
| Speed | 1 |
Offense: Damage Bonus
| All | +17% |
Defense: Base
| Armour (hardiness) | 129.4 (131.58033362599%) |
| Defense | 84.429071371592 |
| Ranged Defense | 91.001794538107 |
| Fatigue | 0 |
| Physical Save | 83.25 |
| Spell Save | 69.8375 |
| Mental Save | 84.04 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 23% |
| Poison Resistance | 18% |
| Blind Resistance | 33% |
| Disarm Resistance | 46% |
| Bleed Resistance | 23% |
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 50% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1200 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 51% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 948% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Advanced martial enchantments | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Hounds | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Forgeknight combat maneuvers | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Chronomancy / Temporal Combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Forgeknight combat expertise | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Threaded Combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Armor forging | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Weapon forging | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Martial enchantments | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Arcane enchantments | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Reaving combat | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Spell / Stone | 1.20 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Battle tactics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Forge powers | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Corruption / Scourge | 1.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
| Cunning / Lethality | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Meta | 1.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Unarmed training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 10/5 |
| Chronomancy / Energy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 2.00 |
| 7/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Forger's endurance | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Thuggery | 1.00 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Torment | 1.00 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Fiery Hands |
| talent | Chant of Fortress |
| talent | Weapon Folding |
| talent | Inner Power |
| talent | Roll With It |
| talent | Willful Tormenter |
| talent | Shock Hands |
| talent | Premonition |
| talent | Arcane Feed |
| talent | Blood Vengeance |
| talent | Quicken Spells |
| talent | Energy Decomposition |
| talent | Elemental Harmony |
| talent | Crystalline Focus |
| talent | Lacerating Strikes |
| talent | Augmentation |
| talent | Battlesurge |
| talent | Feather Wind |
| talent | Temporal Hounds |
| talent | Ruin |
| talent | Arcane Combat |
| talent | Overkill |
| beneficial effect | Countering melee attacks: Has a 64% chance to get an automatic counter attack when avoiding a melee attack. (2.5 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by spitting spider. Escort: lone alchemist (level 3 of Trollmire) | failed |
You failed to protect the lost anorithil from death by Sir Cheatsmore. Escort: lost anorithil (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +2. | done |
You failed to protect the temporal explorer from death by Sir Cheatsmore. Escort: temporal explorer (level 4 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. | active |
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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 7978. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of stoneskin, which can be used to permanently increase your armor by four. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed ritch stinger. * You've found the needed bear paw. | active |
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 CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | 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 Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff Base power: 60.0 - 72.0 Uses stats: 180% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% physical / +30% temporal / +30% darkness / +30% light Changes damage: +60% physical / +60% temporal / +60% darkness / +60% light Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+8 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 120 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
| On hands | Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Enchantment: Heavy Armour 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Physical save: +8 (+2 eff.) Disarm immunity: +16% Spellpower: +10 (+2 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 60% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 125% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 18 power out of 30/30) : Effective talent level: 4.8 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 402.66 physical damage in a radius of 4 each turn for 7 turns, and has a 25% chance of stunning any creature it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
| Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 169, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 811.54 darkness damage (based on Mindpower and charge), costing 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | reforged Junk (6 def, 24 armour) reforged Junk (6 def, 24 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +24 Defense: +6 (+1 eff.) Fatigue: +0% Effects on melee hit: * Slows global speed by 30% Changes stats: +10 Str / +5 Dex / +13 Wil / +13 Cun Changes resistances: +15% blight / +11% temporal / +11% nature / +11% darkness Grants telepathy: Humanoid/Orc Talent granted: +2 Mental Shielding Physical save: +8 (+2 eff.) Mental save: +76 (+15 eff.) Blindness immunity: +23% Confusion immunity: +23% Stun/Freeze immunity: +17% Fear immunity: +23% Stamina each turn: +1.50 Equilibrium when hit: +0.04 Maximum stamina: +88.00 Maximum psi: +10.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On feet | Morningblur (39 def, 5 armour) Morningblur (39 def, 5 armour)Powered by arcane forces Crafted by a master Enchantment: Light Armour 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +39 (+10 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 4 light Changes resistances: +15% temporal Changes damage: +12% light Spell save: +5 (+1 eff.) Light radius: +3 It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 39% chance to completely evade them and granting you 60 defense for 16 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| Tool | voratun pickaxe 'Runydin' (dig speed 7 turns) voratun pickaxe 'Runydin' (dig speed 7 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +22 Physical power: +10 (+1 eff.) Changes stats: +9 Str / +3 Wil Changes damage: +6% blight Critical mult.: +14.00% Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +40.00 Spellpower: +4 (+1 eff.) Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 16 cooldown : Effective talent level: 4.0 Power cost: 16 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | Emelanne EmelanneInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +13 (+2 eff.) Damage when hit (Melee): 8 acid Changes stats: +10 Str / +8 Dex / +3 Mag / +9 Cun / +8 Con Changes resistances: +12% nature / +14% blight Spell save: +26 (+6 eff.) Poison immunity: +18% Disease immunity: +29% Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +20.00 Spell crit. chance: +1% Rings can have magical properties. |
| Around neck | voratun amulet 'Blazewrither' voratun amulet 'Blazewrither' Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 8 lightning Changes stats: +7 Cun Changes resistances: +22% lightning / +5% arcane Changes resistances penetration: +5% arcane Changes damage: +10% all / +10% physical Stun/Freeze immunity: +44% Spell crit. chance: +5% Mental crit. chance: +5% Combat speed: +10% Amulets can have magical properties. |
| In main hand | dragonbone vilestaff 'Morbuspeal' (30-36 power, 6 apr, physical element) dragonbone vilestaff 'Morbuspeal' (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces Crafted by a master Enchantment: Weapon 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +20 Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +9.0% Physical power: +12 (+2 eff.) Damage (Melee): 35 fire Changes resistances: +6% nature Changes resistances penetration: +20% nature Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +55.00% Mana each turn: +0.04 Maximum mana: +20.00 Spellpower: +37 (+6 eff.) Spell crit. chance: +13% See invisible: +13 Damage Shield penetration: +10% It can be used to project a bolt from the staff (to range 10) dealing 294.64 - 353.56 physical damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Islissra the drakeskin leather belt Islissra the drakeskin leather beltPowered by arcane forces Infused by nature Crafted by a master Enchantment: Light Armour 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +24 (+6 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn Changes resistances: +6% temporal Changes resistances penetration: +15% acid / +15% physical Changes damage: +9% temporal / +25% physical Stealth bonus: +14 Spell save: +4 (+1 eff.) Life regen: +3.20 Healing mod.: +20% A belt that goes around your waist. |
| In off hand | Samedin (32-38.4 power, 10 apr, physical element) Samedin (32-38.4 power, 10 apr, physical element)Requires: - Magic 48 Powered by arcane forces Infused by nature Crafted by a master Enchantment: Weapon 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 32.0 - 38.4 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +22 Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +3 Physical crit. chance: +21.0% Physical power: +15 (+2 eff.) Fatigue: -2% Changes stats: +7 Con Changes resistances: +9% fire / +9% cold Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +30.00% Physical save: +3 (+1 eff.) Spell save: +6 (+2 eff.) Life regen: +1.70 Spellpower: +34 (+6 eff.) Spell crit. chance: +9% Healing mod.: +25% Staves designed for wielders of magic, by the greats of the art. |
| Cloak | Toxindredge (10 def, 13 armour) Toxindredge (10 def, 13 armour)Powered by arcane forces Crafted by a master Enchantment: Light Armour 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +10 (+2 eff.) Effects on melee hit: * Slows global speed by 42% Changes stats: +6 Mag / +5 Wil Changes resistances: +6% acid / +29% cold / +25% darkness Changes resistances penetration: +20% darkness / +15% nature Changes damage: +3% acid / +12% temporal / +25% darkness Stealth bonus: +22 Spell save: +4 (+1 eff.) Spell crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | reforged Lisumira the voratun plate armour (14.5 def, 53 armour) reforged Lisumira the voratun plate armour (14.5 def, 53 armour)Requires: - Strength 44 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +53 Defense: +14 (+4 eff.) Fatigue: +18% Damage when hit (Melee): 13 light Changes stats: +5 Cun / +6 Wil Changes resistances: +9% acid / +41% darkness / +27% blight / +11% mind / +11% nature Reduce damage by fixed amount: +8 all Talent cooldown: Heroic Spin (-1 turn) Talents granted: +2 Waters of Life +1 Power Catalyst: Mind Physical save: +44 (+9 eff.) Spell save: +10 (+2 eff.) Mental save: +25 (+5 eff.) Blindness immunity: +10% Cut immunity: +23% Confusion immunity: +5% Pinning immunity: +23% Stun/Freeze immunity: +28% Knockback immunity: +15% Life regen: +4.50 Maximum life: +323.00 Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A suit of armour made of metal plates. |
Inventory
heroism infusion of the psychic (+24 for 11 turns, die at -811) heroism infusion of the psychic (+24 for 11 turns, die at -811)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 11 turns. While Heroism is active, you will only die when reaching -811 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the sneak (+25 for 11 turns, die at -1252) heroism infusion of the sneak (+25 for 11 turns, die at -1252)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 25 for 11 turns. While Heroism is active, you will only die when reaching -1252 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+27 for 12 turns, die at -1126) heroism infusion of the titan (+27 for 12 turns, die at -1126)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 12 turns. While Heroism is active, you will only die when reaching -1126 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
heroism infusion of the titan (+27 for 12 turns, die at -1224) heroism infusion of the titan (+27 for 12 turns, die at -1224)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 12 turns. While Heroism is active, you will only die when reaching -1224 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 ability. |
movement infusion of the sneak (1036% speed; 7 turns) movement infusion of the sneak (1036% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 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 1036% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (1031% speed; 7 turns) movement infusion of the wizard (1031% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1031% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 29%; cure mental, magical) wild infusion of the duelist (resist 29%; cure mental, magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 29% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 36%; cure mental) wild infusion of the duelist (resist 36%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 36% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 42%; cure magical) wild infusion of the psychic (resist 42%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 effect and reduce all damage taken by 42% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the warrior (resist 43%; cure mental) wild infusion of the warrior (resist 43%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 43% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (650.00 temporal damage, removed from time 4 turns) Rune of the Rift (650.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 1287.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the duelist (1297% regen over 10 turns; 65 instant mana) manasurge rune of the duelist (1297% regen over 10 turns; 65 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1297% over 10 turns and instantly restoring 65 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the titan (1796% regen over 10 turns; 90 instant mana) manasurge rune of the titan (1796% regen over 10 turns; 90 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1796% over 10 turns and instantly restoring 90 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (1862% regen over 10 turns; 93 instant mana) manasurge rune of the warrior (1862% regen over 10 turns; 93 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1862% over 10 turns and instantly restoring 93 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (1312% regen over 10 turns; 66 instant mana) manasurge rune of the wizard (1312% regen over 10 turns; 66 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1312% over 10 turns and instantly restoring 66 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
reconstruction rune of the warrior (heal 991; cure a cut or wound) reconstruction rune of the warrior (heal 991; cure a cut or wound)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to heal yourself for 991 life, and cure one cut or wound effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 834 for 7 turns) shielding rune of the duelist (absorb 834 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 834 damage for 7 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 943 for 5 turns) shielding rune of the warrior (absorb 943 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 943 damage for 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 1152 for 6 turns) shielding rune of the warrior (absorb 1152 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1152 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 781 for 5 turns) shielding rune of the wizard (absorb 781 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 781 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Araderig the steel amulet Araderig the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +9% mind Changes damage: +6% mind Teleport immunity: +50% It can be used to teleport you randomly (rad 36), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
Betavena the Woelady Betavena the WoeladyInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Defense: +20 (+5 eff.) Damage when hit (Melee): 8 mind Changes stats: +2 Cun / +13 Con / +20 Lck Changes resistances: +3% darkness Grants telepathy: Dragon Demon/Major Demon/Minor Critical mult.: +5.00% Physical save: +15 (+3 eff.) Life regen: +2.90 Maximum life: +75.00 Maximum psi: +10.00 Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
Cinderblur CinderblurInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Changes stats: +15 Con Changes resistances: +3% blight Changes damage: +6% fire / +10% physical Physical save: +22 (+4 eff.) Disease immunity: +15% Stun/Freeze immunity: +15% Knockback immunity: +5% Life regen: +2.50 Maximum life: +80.00 Combat speed: +10% Amulets can have magical properties. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 24 power out of 40/40) : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 423 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Pendant of the Sun and Moons Pendant of the Sun and MoonsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +10% light / +10% darkness Changes resistances cap: +5% light / +5% darkness Changes resistances penetration: +15% light / +15% darkness Changes damage: +8% light / +8% darkness Spellpower: +8 (+1 eff.) Spell crit. chance: +5% All your damage is converted and split into light and darkness. It can be used to activate talent Circle of Sanctity (costing 18 power out of 60/60) : Effective talent level: 3.0 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
Runosus the voratun amulet Runosus the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +27 (+4 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Armour: +4 Defense: +13 (+3 eff.) Changes stats: +15 Lck / +5 Wil Changes damage: +9% arcane Critical mult.: +14.00% Spell save: +15 (+4 eff.) Mental save: +11 (+2 eff.) Confusion immunity: +24% Pinning immunity: +15% Mindpower: +7 (+1 eff.) Reduce all damage from unseen attackers: 16% Amulets can have magical properties. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+7 eff.) Confusion immunity: -100% Mindpower: +8 (+2 eff.) It can be used to activate talent Inner Demons (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 27% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Unflinching Eye Unflinching EyePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 It can be used to activate talent Arcane Eye (costing 36 power out of 60/60) : Effective talent level: 2.0 Power cost: 36 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Voltaic Pendant Voltaic PendantPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Ranged): 10 lightning Stun/Freeze immunity: +10% It can be used to activate talent Chain Lightning (costing 18 power out of 50/50) : Effective talent level: 1.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 67.76 to 203.28 damage and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
Withering Orbs Withering Orbs Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xanusevena the Mirewasp =Mind Forge= Xanusevena the Mirewasp =Mind Forge=Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 42% chance to corrode armour Changes stats: +5 Mag Changes resistances: +9% acid / +28% mind / +6% nature Changes resistances penetration: +5% acid Changes damage: +14% acid / +7% lightning / +7% cold / +3% nature / +7% fire Talent mastery: +0.40 Psionic / Dream Smith Confusion immunity: +50% Spellpower: +6 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
stralite amulet stralite amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
stralite amulet 'Unlightsweep' stralite amulet 'Unlightsweep'Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +31 (+5 eff.) Defense: +33 (+8 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +32 Lck / +2 Dex Changes resistances: +26% fire / +22% cold Changes resistances penetration: +20% darkness Changes damage: +6% darkness Grants telepathy: Dragon Infravision radius: +1 Reduce all damage from unseen attackers: 32% Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet 'Sparkrazor' voratun amulet 'Sparkrazor'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Armour: +7 Defense: +12 (+3 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 lightning Changes stats: +2 Cun / +2 Mag Changes resistances: +29% fire / +25% cold Changes resistances cap: +7% all Changes damage: +15% lightning Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Physical save: +24 (+5 eff.) See invisible: +3 Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Balodig the Lustresteel Balodig the LustresteelInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +15 Defense: +15 (+4 eff.) Changes stats: +2 Str / +2 Mag / +8 Wil / +6 Cun Changes resistances: +34% lightning / +6% light Changes damage: +17% lightning Critical mult.: +10.00% Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +8 (+1 eff.) Mindpower: +12 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Carrionripper the voratun ring Carrionripper the voratun ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +10 Defense: +34 (+8 eff.) Damage when hit (Melee): 16 nature Changes stats: +16 Cun / +7 Wil Changes resistances: +3% lightning / +3% cold / +9% nature / +9% darkness Mindpower: +12 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Chovon ChovonPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 8 arcane Changes stats: +2 Wil Changes resistances: +18% acid / +25% fire / +14% lightning / +18% cold Changes damage: +3% arcane / +9% mind Maximum encumbrance: +24 Blindness immunity: +31% Maximum hate: +4.00 Infravision radius: +4 See stealth: +13 See invisible: +15 Rings can have magical properties. |
Cinderoozer CinderoozerPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Physical power: +15 (+2 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 19% chance to cause random gloom Damage (Ranged): 18 bleed Changes stats: +12 Str / +10 Cun / +10 Con Changes resistances: +3% physical / +16% mind / +5% arcane Changes damage: +6% fire / +16% mind / +9% arcane Maximum encumbrance: +10 Silence immunity: +50% Mana each turn: +0.30 Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Healing mod.: +10% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
Corrosion CorrosionPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 18 power out of 30/30) : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 35.44 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
Cyrelle CyrelleInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +28 (+4 eff.) Changes stats: +9 Str / +8 Con Changes resistances: +9% blight / +53% fire / +6% light Changes damage: +19% fire / +8% all Blindness immunity: +5% Cut immunity: +5% Spellpower: +20 (+3 eff.) Mindpower: +18 (+4 eff.) Rings can have magical properties. |
Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Glorabeth Glorabeth Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to disease * 20% chance to cause random gloom * 35% chance to blind Damage (Melee): 18 bleed Effects on ranged hit: * 16% chance to cause random gloom * 35% chance to blind Damage (Ranged): 25 bleed Changes stats: +7 Cun / +9 Wil Changes resistances: +3% lightning / +3% acid Changes damage: +10% all Mental save: +18 (+4 eff.) Pinning immunity: +5% Stun/Freeze immunity: +15% Hate when firing a critical mind attack: +2.00 Maximum hate: +13.00 Spell crit. chance: +5% Mental crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Gorirain GorirainInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Defense: +17 (+4 eff.) Effects on melee hit: * 42% chance to corrode armour Damage when hit (Melee): 12 acid Changes stats: +2 Cun / +1 Dex Changes resistances: +34% fire Changes resistances penetration: +5% acid Changes damage: +17% fire Stun/Freeze immunity: +45% Life regen: +4.80 See invisible: +3 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Gunetar GunetarInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Wil Changes resistances: +32% cold Changes damage: +16% cold Silence immunity: +10% Confusion immunity: +15% Pinning immunity: +10% Maximum psi: +40.00 Rings can have magical properties. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Issevon the voratun ring Issevon the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) Effects on melee hit: * 42% chance to corrode armour Damage when hit (Melee): 12 mind Changes stats: +10 Cun Changes resistances penetration: +10% acid / +5% mind Changes damage: +9% mind Rings can have magical properties. |
Polemira the Dazzlelash Polemira the DazzlelashInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Wil Changes resistances: +16% mind / +32% acid Changes resistances penetration: +10% mind Changes damage: +16% acid / +6% lightning / +9% light / +31% mind Mental save: +10 (+2 eff.) Confusion immunity: +38% Light radius: +2 Rings can have magical properties. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+2 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Rootkin RootkinPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +7 Mag / +7 Wil / +4 Con Changes resistances: +5% physical Changes damage: +3% nature Reduces incoming crit damage: 5.00% Physical save: +6 (+1 eff.) Spell save: +17 (+4 eff.) Blindness immunity: +44% Maximum stamina: +34.00 Spellpower: +13 (+2 eff.) Infravision radius: +6 See stealth: +20 See invisible: +21 Rings can have magical properties. |
Runaruindil the voratun ring Runaruindil the voratun ringCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Physical power: +14 (+2 eff.) Changes stats: +10 Str / +10 Dex / +10 Cun / +10 Con Changes resistances: +3% acid / +12% cold / +6% arcane Mental save: +32 (+6 eff.) Disease immunity: +10% Cut immunity: +20% Pinning immunity: +10% Stun/Freeze immunity: +50% Life regen: +4.80 Rings can have magical properties. |
Smearpunish the voratun ring Smearpunish the voratun ringPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+2 eff.) Effects on melee hit: * Slows global speed by 42% Damage when hit (Melee): 12 acid Changes stats: +10 Con Changes resistances: +13% blight / +15% nature / +15% acid Changes resistances penetration: +10% acid / +5% nature Changes damage: +3% acid Physical save: +20 (+4 eff.) Poison immunity: +25% Disease immunity: +26% Spellpower: +14 (+2 eff.) Mindpower: +13 (+3 eff.) Rings can have magical properties. |
Sunwyrd the voratun ring Sunwyrd the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 light / 8 blight Changes stats: +8 Cun / +9 Wil Changes resistances: +30% acid / +3% light / +28% fire / +30% cold / +30% lightning Critical mult.: +20.00% Mental save: +9 (+2 eff.) Blindness immunity: +33% Stun/Freeze immunity: +50% Life regen: +3.50 Mindpower: +15 (+3 eff.) Infravision radius: +6 See stealth: +25 See invisible: +25 Rings can have magical properties. |
Thunderwind the voratun ring =Fireproof= Thunderwind the voratun ring =Fireproof=Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +23 (+4 eff.) Armour penetration: +14 Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Defense: +12 (+3 eff.) Damage when hit (Melee): 8 lightning Changes resistances: +72% fire Changes resistances penetration: +15% physical Changes damage: +36% fire Critical mult.: +3.00% Physical save: +6 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Torchpiety the voratun ring Torchpiety the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 12 mind / 8 fire Changes stats: +9 Cun / +9 Dex Changes resistances: +12% mind / +3% acid Changes resistances penetration: +15% mind Changes damage: +6% acid Stun/Freeze immunity: +46% Life regen: +5.80 Maximum life: +73.00 Healing mod.: +28% Rings can have magical properties. |
Tydor the voratun ring Tydor the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +28 (+5 eff.) Armour penetration: +31 Defense: +27 (+7 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes stats: +7 Mag / +6 Wil Changes resistances: +3% temporal Changes resistances penetration: +10% blight Changes damage: +9% acid / +3% blight Spellpower: +15 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 25.92 cold and 73.56 physical damage (based on Willpower) each turn and knocking opponents back, costing 36 power out of 60/60. This azure ring seems to be always moist to the touch. |
Zanudradig ZanudradigInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Effects on melee hit: * Slows global speed by 42% Changes stats: +7 Cun / +8 Wil Changes resistances: +50% nature / +17% blight Changes damage: +19% nature Reduces incoming crit damage: 5.00% Spell save: +9 (+2 eff.) Poison immunity: +25% Disease immunity: +22% Disarm immunity: +10% Pinning immunity: +10% Mindpower: +10 (+2 eff.) Rings can have magical properties. |
Zerydar the voratun ring Zerydar the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +22 (+3 eff.) Changes stats: +17 Str / +16 Con Changes resistances: +3% acid / +9% fire / +9% cold Changes damage: +9% mind Physical save: +3 (+1 eff.) Mental save: +26 (+5 eff.) Blindness immunity: +40% Stun/Freeze immunity: +10% Infravision radius: +6 See stealth: +18 See invisible: +23 Rings can have magical properties. |
marksman's voratun ring of clarity marksman's voratun ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Changes stats: +7 Dex Mental save: +15 (+3 eff.) Confusion immunity: +40% Rings can have magical properties. |
mule's gold ring of darkness (+22%) mule's gold ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Changes resistances: +22% darkness Changes damage: +11% darkness Maximum encumbrance: +21 Rings can have magical properties. |
psionicist's stralite ring of darkness (+32%) psionicist's stralite ring of darkness (+32%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Wil Changes resistances: +32% darkness Changes damage: +16% darkness Mental save: +14 (+3 eff.) Rings can have magical properties. |
rogue's voratun ring of corrosion (+34%) rogue's voratun ring of corrosion (+34%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +14 (+3 eff.) Changes stats: +7 Cun Changes resistances: +34% acid Changes damage: +17% acid Rings can have magical properties. |
voratun ring 'Burnobsidian' voratun ring 'Burnobsidian'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Damage when hit (Melee): 8 fire Changes stats: +10 Dex / +7 Mag / +8 Wil / +7 Cun Critical mult.: +9.00% Physical save: +26 (+5 eff.) Silence immunity: +49% Mana each turn: +0.25 Maximum life: +30.00 Spellpower: +14 (+2 eff.) Rings can have magical properties. |
voratun ring 'Lightningrigor' voratun ring 'Lightningrigor'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +26 (+4 eff.) Defense: +12 (+3 eff.) Changes stats: +8 Dex / +7 Mag / +16 Cun Changes resistances: +5% arcane / +3% lightning Changes resistances penetration: +15% lightning Changes damage: +3% lightning / +9% temporal / +3% arcane Spellpower: +11 (+2 eff.) Movement speed: +24% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
voratun ring 'Moldprophet' voratun ring 'Moldprophet'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) Effects on melee hit: * Slows global speed by 30% * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 nature Changes stats: +18 Cun / +7 Wil Changes resistances: +12% blight / +6% temporal / +14% nature Changes resistances penetration: +10% temporal Changes damage: +3% nature / +12% temporal Poison immunity: +25% Disease immunity: +28% Mindpower: +15 (+3 eff.) Rings can have magical properties. |
voratun ring 'Shinebrace' voratun ring 'Shinebrace'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Armour: +16 Damage when hit (Melee): 4 light Changes stats: +8 Str / +8 Wil / +7 Cun Changes resistances: +3% light Changes resistances penetration: +15% mind Changes damage: +15% light / +8% all Spellpower: +14 (+2 eff.) Mindpower: +31 (+6 eff.) Light radius: +1 Rings can have magical properties. |
voratun ring 'Voribeth' voratun ring 'Voribeth'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +17 Defense: +17 (+4 eff.) Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 24 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 12 physical Changes stats: +1 Str / +2 Dex / +8 Mag / +16 Cun Reduces incoming crit damage: 15.00% Physical save: +26 (+5 eff.) Stamina each turn: +0.40 Hate when firing a critical mind attack: +3.00 Maximum hate: +14.00 Spellpower: +14 (+2 eff.) Infravision radius: +2 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
wizard's voratun ring of lightning (+38%) wizard's voratun ring of lightning (+38%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Mag Changes resistances: +38% lightning Changes damage: +19% lightning Spell save: +14 (+4 eff.) Rings can have magical properties. |
Mucusoath (57.5-86.25 power, 4 apr) Mucusoath (57.5-86.25 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Acid Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 41% chance to corrode armour Damage Shield penetration (this weapon only): +30% Damage (Melee): +84 insidious poison Burst (radius 1) on hit: +16 nature When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Fatigue: -2% Changes stats: +1 Str Changes resistances penetration: +17% acid / +5% physical Critical mult.: +27.00% Life regen: +4.00 Healing mod.: +5% Massive two-handed battleaxes. |
reforged Drake's Bane (90.1-135.15 power, 33 apr) reforged Drake's Bane (90.1-135.15 power, 33 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 90.1 - 135.1 Uses stats: 30% Wil, 50% Mag, 148% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +33 Physical crit. chance: +12.5% Attack speed: 114% When this weapon hits: Manathrust (15% chance level 4). Damage (Melee): +56 darkness / +56 fire Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Changes damage: +28% light / +28% darkness Physical save: +9 (+2 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% Massive two-handed battleaxes. |
reforged Isawen (168.4-252.6 power, 16 apr) reforged Isawen (168.4-252.6 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 168.4 - 252.6 Uses stats: 30% Wil, 50% Mag, 157% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +14.0% Attack speed: 114% When this weapon hits: Tidal Wave (10% chance level 3). On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +20% Damage (Melee): +26 lightning / +70 fire / +70 darkness / +70 blight When wielded/worn: Effects on melee hit: * 42% chance to corrode armour Changes damage: +34% lightning / +34% mind Talent granted: +2 Ruin Critical mult.: +10.00% Mana each turn: +0.08 Spell crit. chance: +1% See invisible: +3 Massive two-handed battleaxes. |
reforged Mardokhad the Darkslicer (137.6-206.4 power, 16 apr) reforged Mardokhad the Darkslicer (137.6-206.4 power, 16 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 137.6 - 206.4 Uses stats: 30% Wil, 50% Mag, 151% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +14.0% Attack speed: 114% When this weapon hits: Drain (15% chance level 4). On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +4 acid / +59 physical / +59 fire / +59 blight Burst (radius 1) on hit: +20 blight When wielded/worn: Accuracy: +20 (+3 eff.) Damage when hit (Melee): 4 darkness Changes stats: +9 Dex Changes resistances: +3% darkness Changes resistances penetration: +15% darkness Changes damage: +3% blight / +29% nature / +29% mind Massive two-handed battleaxes. |
reforged Phlegmsweeper the voratun battleaxe (121.1-181.65 power, 16 apr) reforged Phlegmsweeper the voratun battleaxe (121.1-181.65 power, 16 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 121.1 - 181.6 Uses stats: 30% Wil, 50% Mag, 151% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +14.0% Attack speed: 114% When this weapon hits: Healing Light (15% chance level 3). On weapon hit: * Slows global speed by 40% * 40% chance to daze On weapon crit: * cripple the target Damage (Melee): +59 mind / +59 physical / +63 nature When wielded/worn: Accuracy: +39 (+6 eff.) Physical crit. chance: +21.0% Defense: +20 (+5 eff.) Changes stats: +9 Str Changes resistances penetration: +15% lightning Changes damage: +21% physical / +35% nature / +29% arcane Talent granted: +3 Slime Spit Disarm immunity: +59% Stamina when hit: +4.00 Massive two-handed battleaxes. |
Darkquell the voratun dagger (36.5-47.45 power, 9 apr) Darkquell the voratun dagger (36.5-47.45 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to inflict damage reduction * 24% chance to daze Damage (Melee): +12 darkness / +16 mind Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +23 ice / +4 arcane When wielded/worn: Armour: +12 Changes stats: +5 Str / +4 Dex / +4 Mag / +4 Wil / +5 Cun / +7 Con Changes resistances penetration: +12% lightning / +12% cold / +10% arcane It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. Sharp, short and deadly. |
reforged Swordbreaker (37.6-48.88 power, 32 apr) reforged Swordbreaker (37.6-48.88 power, 32 apr)Requires: - Dexterity 10 Powered by arcane forces Crafted by a master Enchantment: Weapon 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 37.6 - 48.9 Uses stats: 30% Wil, 62% Dex, 54% Mag, 62% Cun Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.5% APR / acc Accuracy: +41 Armour Penetration: +32 Physical crit. chance: +22.0% Attack speed: 114% When this weapon hits: Battle Call (15% chance level 1). Damage (Melee): +30 lightning / +30 darkness / +4 acid When wielded/worn: Armour Hardiness: +20% Defense: +15 (+4 eff.) Changes stats: +8 Cun / +8 Dex Changes damage: +15% darkness / +15% physical Talents granted: +1 Deadly Strikes +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% Sharp, short and deadly. |
Telekinetic Sledge (40-60 power, 20 apr) Telekinetic Sledge (40-60 power, 20 apr)Requires: - Strength 20 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 40.0 - 60.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * knocks the target away Damage Shield penetration (this weapon only): +20% This large steel greatmaul has more inertia than it should have. |
Undeathbraze (86.5-129.75 power, 4 apr) Undeathbraze (86.5-129.75 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 86.5 - 129.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target Damage against: +42% Unnatural When wielded/worn: Physical crit. chance: +21.0% Changes stats: +1 Mag / +6 Wil Changes resistances: +3% blight Changes damage: +3% nature Poison immunity: +30% Silence immunity: +10% Confusion immunity: +10% Only die when reaching: -60.00 life Massive two-handed mauls. |
reforged Glowvile (144.6-216.9 power, 16 apr) reforged Glowvile (144.6-216.9 power, 16 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 144.6 - 216.9 Uses stats: 30% Wil, 50% Mag, 151% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +9.0% Attack speed: 114% When this weapon hits: Healing Light (15% chance level 3). On weapon hit: * 49% chance to corrode armour Damage (Melee): +59 light / +59 mind / +59 nature Burst (radius 2) on crit: +4 light When wielded/worn: Armour penetration: +36 Physical crit. chance: +21.0% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 light Changes resistances penetration: +13% acid / +20% physical Changes damage: +29% acid / +20% physical / +6% light / +29% nature Talent granted: +5 Deadly Strikes Critical mult.: +27.00% Life regen: +2.00 Only die when reaching: -60.00 life Light radius: +2 Massive two-handed mauls. |
reforged Loamglory (155.4-233.1 power, 16 apr) reforged Loamglory (155.4-233.1 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 155.4 - 233.1 Uses stats: 30% Wil, 50% Mag, 157% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +9.0% Attack speed: 114% When this weapon hits: Tidal Wave (10% chance level 3). Damage (Melee): +168 insidious poison / +74 temporal / +70 nature / +70 physical Burst (radius 1) on hit: +12 nature When wielded/worn: Accuracy: +21 (+4 eff.) Effects on melee hit: * Slows global speed by 42% Damage when hit (Melee): 12 nature Changes stats: +9 Dex / +1 Cun Changes damage: +34% arcane / +34% physical Talent granted: +5 Flameshock Light radius: +3 Massive two-handed mauls. |
reforged Mayewe the Thundertitan (169.9-254.85 power, 16 apr) reforged Mayewe the Thundertitan (169.9-254.85 power, 16 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 169.9 - 254.9 Uses stats: 30% Wil, 50% Mag, 156% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +9.0% Attack speed: 114% When this weapon hits: Flame (15% chance level 5). On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +67 lightning / +67 physical / +8 light / +67 temporal Burst (radius 1) on hit: +16 lightning Burst (radius 2) on crit: +4 lightning When wielded/worn: Accuracy: +20 (+3 eff.) Defense: +21 (+5 eff.) Damage when hit (Melee): 4 light Changes damage: +41% lightning / +6% darkness / +32% arcane Talent granted: +4 Blindside Disarm immunity: +62% Light radius: +1 Massive two-handed mauls. |
reforged Obliterator (107.8-161.7 power, 22 apr) reforged Obliterator (107.8-161.7 power, 22 apr)Requires: - Strength 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 107.8 - 161.7 Uses stats: 30% Wil, 50% Mag, 158% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +22 Physical crit. chance: +7.5% Attack speed: 114% When this weapon hits: Lightning Breath (10% chance level 3). Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. Damage (Melee): +73 nature / +73 light When wielded/worn: Changes stats: +5 Str / +5 Con Changes damage: +35% mind / +35% fire Talent granted: +3 Bone Grab Critical mult.: +10.00% Massive two-handed mauls. |
reforged Polaldawe the Coalbait (141.1-211.65 power, 16 apr) reforged Polaldawe the Coalbait (141.1-211.65 power, 16 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 141.1 - 211.6 Uses stats: 30% Wil, 50% Mag, 151% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +9.0% Attack speed: 114% When this weapon hits: Disarm (15% chance level 3). On weapon hit: * 25% chance to remove a magical effect On weapon crit: * cripple the target Damage (Melee): +26 temporal / +59 light / +59 fire / +55 nature / +59 mind When wielded/worn: Physical crit. chance: +20.0% Changes damage: +29% acid / +29% cold / +9% darkness Talent granted: +5 Slime Spit Reduces incoming crit damage: 5.00% Physical save: +26 (+5 eff.) Blindness immunity: +15% Poison immunity: +15% Disease immunity: +15% Pinning immunity: +5% Massive two-handed mauls. |
voratun greatmaul 'Skyspire' (70-105 power, 4 apr) voratun greatmaul 'Skyspire' (70-105 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +4 lightning / +17 nature / +19 darkness Damage against: +28% Living When wielded/worn: Armour penetration: +17 Effects on melee hit: * 15% chance to corrode armour * 30% chance to daze Changes resistances: +6% lightning Changes resistances penetration: +5% lightning / +16% physical / +15% acid Changes damage: +19% physical Massive two-handed mauls. |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Layabeth the voratun greatsword (61.5-98.4 power, 4 apr) Layabeth the voratun greatsword (61.5-98.4 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +38 darkness / +44 insidious poison Damage against: +54% Living When wielded/worn: Damage when hit (Melee): 8 blight Changes resistances: +6% acid / +12% cold Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Poison immunity: +15% Massive two-handed swords. |
Lisiba the voratun greatsword (64.5-103.2 power, 4 apr) Lisiba the voratun greatsword (64.5-103.2 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Acid Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +23 acid When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes resistances penetration: +15% acid Mental save: +20 (+4 eff.) Psi when hit: +0.12 Maximum hate: +8.00 Massive two-handed swords. |
Starsting the voratun greatsword (61-97.6 power, 4 apr) Starsting the voratun greatsword (61-97.6 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 light Burst (radius 2) on crit: +42 ice When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +20 Armour: +21 Changes stats: +10 Str Changes resistances penetration: +5% arcane / +21% physical / +10% light / +21% cold Changes damage: +12% arcane / +40% physical Stamina when hit: +3.00 Light radius: +3 Massive two-handed swords. |
forged dwarven-steel greatsword (67.4-107.84 power, 14 apr) forged dwarven-steel greatsword (67.4-107.84 power, 14 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 67.4 - 107.8 Uses stats: 30% Wil, 57% Mag, 138% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +48 Armour Penetration: +14 Physical crit. chance: +9.5% Attack speed: 114% When this weapon hits: Healing Light (15% chance level 3). On weapon hit: * 28% chance to daze the target Damage (Melee): +7 lightning / +52 physical / +52 nature / +7 light When wielded/worn: Changes damage: +25% nature / +25% blight Talent granted: +2 Deadly Strikes Massive two-handed swords. |
masterforged acidic stralite greatsword of crippling (93.2-149.12 power, 15 apr) masterforged acidic stralite greatsword of crippling (93.2-149.12 power, 15 apr)Requires: - Strength 21 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 93.2 - 149.1 Uses stats: 30% Wil, 57% Mag, 145% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +50 Armour Penetration: +15 Physical crit. chance: +10.5% Attack speed: 114% When this weapon hits: Lightning Breath (10% chance level 3). On weapon hit: * 28% chance to daze the target On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +16 acid / +56 physical / +56 nature / +7 light When wielded/worn: Physical crit. chance: +13.0% Changes damage: +28% physical / +28% temporal Talent granted: +2 Deadly Strikes Massive two-handed swords. |
masterforged chilling stralite greatsword of phasing (88.7-141.92 power, 28 apr) masterforged chilling stralite greatsword of phasing (88.7-141.92 power, 28 apr)Requires: - Strength 19 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 88.7 - 141.9 Uses stats: 30% Wil, 71% Mag, 145% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +52 Armour Penetration: +28 Physical crit. chance: +10.5% Attack speed: 114% Damage Shield penetration (this weapon only): +81% Damage (Melee): +21 lightning / +90 cold / +56 darkness When wielded/worn: Changes damage: +28% cold / +28% temporal Talent granted: +2 Flameshock Massive two-handed swords. |
masterforged hateful stralite greatsword of erosion (96.7-154.72 power, 15 apr) masterforged hateful stralite greatsword of erosion (96.7-154.72 power, 15 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 96.7 - 154.7 Uses stats: 30% Wil, 50% Mag, 145% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +15 Physical crit. chance: +10.5% Attack speed: 114% When this weapon hits: Battle Call (15% chance level 3). Damage (Melee): +14 temporal / +72 nature / +69 darkness Damage against: +19% Living When wielded/worn: Changes damage: +28% blight / +28% cold Massive two-handed swords. |
masterforged stralite greatsword (101.1-161.76 power, 15 apr) masterforged stralite greatsword (101.1-161.76 power, 15 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 101.1 - 161.8 Uses stats: 30% Wil, 50% Mag, 149% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +15 Physical crit. chance: +10.5% Attack speed: 114% When this weapon hits: Flameshock (10% chance level 4). On weapon hit: * 30% chance to daze * 25% chance to put talents on cooldown Damage (Melee): +56 nature / +56 darkness When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +5 Cun / +5 Con Changes resistances penetration: +9% lightning Changes damage: +28% light / +28% temporal Talent granted: +5 Pulverizing Auger Massive two-handed swords. |
masterforged voratun greatsword (122.1-195.36 power, 16 apr) masterforged voratun greatsword (122.1-195.36 power, 16 apr)Requires: - Strength 32 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 122.1 - 195.4 Uses stats: 30% Wil, 85% Mag, 148% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +52 Armour Penetration: +16 Physical crit. chance: +11.0% Attack speed: 114% When this weapon hits: Bleeding Edge (10% chance level 3). On weapon hit: * 28% chance to stun the target Damage (Melee): +80 insidious poison / +23 temporal / +56 blight / +35 cold / +76 nature / +56 physical When wielded/worn: Changes damage: +28% acid / +28% cold Talent granted: +3 Flameshock Massive two-handed swords. |
reforged Latafayn (124.6-199.36 power, 17 apr) reforged Latafayn (124.6-199.36 power, 17 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 124.6 - 199.4 Uses stats: 30% Wil, 50% Mag, 156% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +17 Physical crit. chance: +16.0% Attack speed: 114% When this weapon hits: Flameshock (10% chance level 4). Lifesteal (this weapon only): +8% Damage (Melee): +59 light / +59 cold Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +29% blight / +15% fire / +10% darkness / +29% nature Talent granted: +3 Flameshock Massive two-handed swords. |
reforged Mucusransom (179.9-287.84 power, 16 apr) reforged Mucusransom (179.9-287.84 power, 16 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 179.9 - 287.8 Uses stats: 30% Wil, 50% Mag, 157% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +16 Physical crit. chance: +11.0% Attack speed: 114% When this weapon hits: Greater Weapon Focus (10% chance level 3). On weapon hit: * Slows global speed by 20% Damage (Melee): +70 lightning / +70 temporal / +70 light When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +21% acid / +24% fire / +23% lightning / +24% cold Changes resistances penetration: +20% lightning Changes damage: +12% lightning / +34% cold / +6% nature / +34% blight Talent granted: +2 Deadly Strikes Spell save: +17 (+4 eff.) Massive two-handed swords. |
reforged voratun greatsword 'Eilinotta' (176.4-282.24 power, 16 apr) reforged voratun greatsword 'Eilinotta' (176.4-282.24 power, 16 apr)Requires: - Strength 31 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 176.4 - 282.2 Uses stats: 30% Wil, 50% Mag, 156% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +54 Armour Penetration: +16 Physical crit. chance: +11.0% Attack speed: 114% When this weapon hits: Tidal Wave (10% chance level 3). On weapon hit: * 40% chance to cause random gloom Damage (Melee): +67 temporal / +67 light / +67 nature / +4 mind When wielded/worn: Physical power: +20 (+3 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 mind / 4 acid Changes stats: +9 Con Changes resistances: +9% acid Changes resistances penetration: +20% physical Changes damage: +32% temporal / +9% mind / +32% fire Disarm immunity: +48% Massive two-handed swords. |
Brightfiend the dragonbone longbow Brightfiend the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes stats: +6 Cun Changes resistances: +3% fire Changes resistances penetration: +10% fire / +30% temporal / +44% physical Changes damage: +54% physical / +3% mind / +40% temporal Talent cooldown: Arrow Stitching (-2 turns) Critical mult.: +5.00% Psi when hit: +0.04 Longbows are used to shoot arrows at your foes. |
Thundertorrent =Penetration= Thundertorrent =Penetration=Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to cause random gloom Burst (radius 1) on hit: +4 lightning When wielded/worn: Changes resistances: +6% mind / +9% lightning Changes resistances penetration: +5% lightning / +68% physical Changes damage: +6% lightning / +21% physical Damage Shield penetration: +100% Longbows are used to shoot arrows at your foes. |
Everpyre Blade (38-53.2 power, 10 apr) Everpyre Blade (38-53.2 power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire It can be used to activate talent Fire Breath (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 604.32 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Sword of Potential Futures (28-39.2 power, 10 apr) Sword of Potential Futures (28-39.2 power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stats: 30% Wil, 70% Mag, 80% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
forged dwarven-steel longsword (37.5-52.5 power, 16 apr) forged dwarven-steel longsword (37.5-52.5 power, 16 apr)Requires: - Strength 12 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 37.5 - 52.5 Uses stats: 30% Wil, 55% Mag, 117% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +42 Armour Penetration: +16 Physical crit. chance: +9.5% Attack speed: 114% When this weapon hits: Flameshock (10% chance level 3). On weapon hit: * 20% chance to daze the target On weapon crit: * cripple the target Damage (Melee): +35 cold / +35 arcane / +5 light When wielded/worn: Physical crit. chance: +8.0% Changes damage: +17% nature / +17% arcane Talent granted: +2 Ruin Sharp, long, and deadly. |
forged steel longsword (25-35 power, 15 apr) forged steel longsword (25-35 power, 15 apr)Requires: - Strength 0 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 25.0 - 35.0 Uses stats: 30% Wil, 55% Mag, 118% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +46 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 114% When this weapon hits: Drain (15% chance level 3). Damage (Melee): +36 nature / +5 acid When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+2 eff.) Changes stats: +2 Str Changes resistances: +3% lightning Changes damage: +18% fire Talent granted: +2 Pulverizing Auger Disarm immunity: +22% Healing mod.: +5% Sharp, long, and deadly. |
masterforged balanced dwarven-steel longsword of persecution (43.5-60.9 power, 16 apr) masterforged balanced dwarven-steel longsword of persecution (43.5-60.9 power, 16 apr)Requires: - Strength 11 Powered by arcane forces Infused by arcane disrupting forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 43.5 - 60.9 Uses stats: 30% Wil, 70% Mag, 124% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +43 Armour Penetration: +16 Physical crit. chance: +9.5% Attack speed: 114% When this weapon hits: Cripple (10% chance level 2). On weapon hit: * Slows global speed by 20% Damage (Melee): +38 physical / +58 nature Damage against: +9% Unnatural When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+2 eff.) Changes stats: +3 Wil Changes damage: +19% physical / +19% temporal Talent granted: +1 Deadly Strikes Disarm immunity: +35% Sharp, long, and deadly. |
masterforged flaming voratun longsword of shearing (79.5-111.3 power, 18 apr) masterforged flaming voratun longsword of shearing (79.5-111.3 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 79.5 - 111.3 Uses stats: 30% Wil, 50% Mag, 132% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +18 Physical crit. chance: +11.0% Attack speed: 114% When this weapon hits: Curse of Defenselessness (15% chance level 2). Damage (Melee): +44 blight / +44 nature / +44 light Burst (radius 1) on hit: +14 fire When wielded/worn: Armour penetration: +14 Changes resistances penetration: +13% physical Changes damage: +21% lightning / +13% physical / +21% darkness Talent granted: +3 Slime Spit Sharp, long, and deadly. |
masterforged quick stralite longsword of the leech (61-85.4 power, 17 apr) masterforged quick stralite longsword of the leech (61-85.4 power, 17 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 61.0 - 85.4 Uses stats: 30% Wil, 50% Mag, 125% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +17 Physical crit. chance: +10.5% Attack speed: 128% When this weapon hits: Perfect Strike (15% chance level 2). On weapon hit: * Slows global speed by 17% * leeches stamina from the target Damage (Melee): +39 fire / +39 arcane When wielded/worn: Accuracy: +8 (+1 eff.) Damage when hit (Melee): 9 nature slow Changes stats: +5 Dex Changes damage: +19% darkness / +19% cold Sharp, long, and deadly. |
reforged Duskmistress (93.5-130.9 power, 18 apr) reforged Duskmistress (93.5-130.9 power, 18 apr)Requires: - Strength 33 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 93.5 - 130.9 Uses stats: 30% Wil, 50% Mag, 131% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +45 Armour Penetration: +18 Physical crit. chance: +11.0% Attack speed: 114% When this weapon hits: Disarm (15% chance level 2). Damage (Melee): +56 temporal / +4 darkness / +42 fire / +16 nature / +42 arcane Burst (radius 2) on crit: +20 ice When wielded/worn: Armour: +14 Damage when hit (Melee): 8 darkness Changes stats: +2 Con / +3 Wil Changes resistances: +6% darkness Changes resistances penetration: +15% cold Changes damage: +21% lightning / +21% temporal Talent granted: +4 Flameshock Light radius: +1 Sharp, long, and deadly. |
reforged Firecast (83-116.2 power, 18 apr) reforged Firecast (83-116.2 power, 18 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 83.0 - 116.2 Uses stats: 30% Wil, 50% Mag, 137% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +18 Physical crit. chance: +11.0% Attack speed: 114% When this weapon hits: Stun (15% chance level 2). On weapon hit: * 35% chance to daze * 25 arcane resource burn * 35% chance to cause random gloom On weapon crit: * burns latent spell energy Damage (Melee): +23 mind / +50 blight / +50 cold / +50 arcane Burst (radius 2) on crit: +8 fire When wielded/worn: Changes stats: +4 Str / +3 Dex / +3 Mag / +11 Wil / +12 Cun / +3 Con Changes resistances penetration: +14% lightning / +15% fire Changes damage: +24% mind / +24% cold Talent granted: +3 Deadly Strikes Sharp, long, and deadly. |
reforged Morrigor (79-110.6 power, 24 apr) reforged Morrigor (79-110.6 power, 24 apr)Requires: - Strength 21 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 79.0 - 110.6 Uses stats: 30% Wil, 144% Mag, 74% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +44 Armour Penetration: +24 Physical crit. chance: +13.0% Attack speed: 114% When this weapon hits: Flame (15% chance level 4). On weapon hit: * 20% chance to stun the target Damage (Melee): +60 light / +40 fire When wielded/worn: Changes damage: +20% lightning / +20% darkness Talent granted: +1 Bone Grab Spellpower: +24 (+4 eff.) Spell crit. chance: +12% Sharp, long, and deadly. |
reforged Murkwish (90.5-126.7 power, 18 apr) reforged Murkwish (90.5-126.7 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 90.5 - 126.7 Uses stats: 30% Wil, 50% Mag, 132% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +18 Physical crit. chance: +11.0% Attack speed: 114% When this weapon hits: Greater Weapon Focus (10% chance level 2). On weapon hit: * 40% chance to disease Damage (Melee): +44 lightning / +44 light / +44 blight When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 blight / 4 arcane / 8 darkness Changes resistances penetration: +17% acid / +20% darkness / +16% cold / +5% arcane / +17% fire / +15% mind / +15% lightning Changes damage: +21% light / +21% arcane / +6% darkness Talent granted: +1 Ruin Sharp, long, and deadly. |
reforged Poxparry (96.5-135.1 power, 18 apr) reforged Poxparry (96.5-135.1 power, 18 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 96.5 - 135.1 Uses stats: 30% Wil, 50% Mag, 137% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +18 Physical crit. chance: +11.0% Attack speed: 114% On weapon hit: * Slows global speed by 20% * 40% chance to corrode armour Damage (Melee): +50 light / +50 cold / +63 mind Burst (radius 2) on crit: +8 nature When wielded/worn: Accuracy: +12 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 4 light Changes stats: +6 Dex Changes resistances: +6% acid Changes damage: +24% blight / +24% cold It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. Sharp, long, and deadly. |
reforged Punae's Blade (76.5-107.1 power, 17 apr) reforged Punae's Blade (76.5-107.1 power, 17 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 76.5 - 107.1 Uses stats: 30% Wil, 50% Mag, 131% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +17 Physical crit. chance: +16.0% Attack speed: 114% When this weapon hits: Acid Breath (10% chance level 2). Damage (Melee): +42 lightning / +42 light When wielded/worn: Physical crit. chance: +10.0% Changes damage: +21% nature / +21% darkness Talent granted: +2 Deadly Strikes Combat speed: +10% Chance to avoid attacks: +10% Sharp, long, and deadly. |
reforged Sulfurwither the voratun longsword (79.5-111.3 power, 18 apr) reforged Sulfurwither the voratun longsword (79.5-111.3 power, 18 apr)Requires: - Strength 33 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 79.5 - 111.3 Uses stats: 30% Wil, 50% Mag, 131% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +45 Armour Penetration: +18 Physical crit. chance: +14.0% Attack speed: 114% When this weapon hits: Weakness Disease (10% chance level 2). Damage (Melee): +42 blight / +42 nature / +42 light Burst (radius 1) on hit: +4 nature When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +28 Physical crit. chance: +13.0% Defense: +15 (+4 eff.) Fatigue: -6% Changes stats: +1 Str Changes resistances: +3% physical / +6% fire Changes resistances penetration: +14% physical Changes damage: +19% physical / +21% light / +21% mind Talent granted: +3 Acidic Spray Critical mult.: +18.00% Disarm immunity: +47% Sharp, long, and deadly. |
reforged voratun longsword 'Vorarita' (95.5-133.7 power, 18 apr) reforged voratun longsword 'Vorarita' (95.5-133.7 power, 18 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 95.5 - 133.7 Uses stats: 30% Wil, 50% Mag, 132% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +18 Physical crit. chance: +11.0% Attack speed: 114% When this weapon hits: Weakness Disease (10% chance level 2). Damage Shield penetration (this weapon only): +20% Damage (Melee): +44 fire / +44 physical / +44 temporal When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Changes stats: +2 Str / +2 Wil Changes resistances: +8% all Changes resistances penetration: +13% nature / +5% physical Changes damage: +21% fire / +21% temporal Critical mult.: +19.00% Physical save: +26 (+5 eff.) Sharp, long, and deadly. |
voratun longsword 'Gleamwinter' (41-57.4 power, 6 apr) voratun longsword 'Gleamwinter' (41-57.4 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to blind * 10 arcane resource burn * Slows global speed by 20% * disrupts spell-casting On weapon crit: * wounds the target reducing their healing Damage (Melee): +4 light / +16 mind Damage against: +29% Unnatural When wielded/worn: Physical crit. chance: +12.0% Physical power: +15 (+2 eff.) Changes resistances: +6% arcane / +3% fire / +3% darkness / +9% mind Changes damage: +6% mind Spell save: +10 (+2 eff.) It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. Sharp, long, and deadly. |
voratun longsword 'Growprophet' (42-58.8 power, 6 apr) voratun longsword 'Growprophet' (42-58.8 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +28 Physical crit. chance: +28.0% Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 4 nature Changes resistances: +6% lightning / +6% light / +9% all Changes resistances penetration: +13% nature Critical mult.: +40.00% Stun/Freeze immunity: +10% Psi when hit: +0.12 Sharp, long, and deadly. |
Guhir (46-64.4 power, 6 apr) Guhir (46-64.4 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +42 insidious poison / +20 temporal When wielded/worn: Physical crit. chance: +15.0% Physical power: +15 (+2 eff.) Armour: +10 Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Damage when hit (Melee): 20 temporal Changes resistances: +9% blight / +20% temporal / +3% acid / +3% cold Physical save: +20 (+4 eff.) Pinning immunity: +20% Blunt and deadly. |
Thundervault (17-23.8 power, 2 apr) Thundervault (17-23.8 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 17.0 - 23.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 4 lightning / 12 mind Blunt and deadly. |
masterforged chilling stralite mace of paradox (65-91 power, 17 apr) masterforged chilling stralite mace of paradox (65-91 power, 17 apr)Requires: - Strength 22 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 65.0 - 91.0 Uses stats: 30% Wil, 70% Mag, 125% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.1% dam / acc Accuracy: +43 Armour Penetration: +17 Physical crit. chance: +8.5% Attack speed: 114% When this weapon hits: Bleeding Edge (10% chance level 2). On weapon hit: * 20% chance to stun the target Damage (Melee): +9 temporal / +20 light / +24 cold / +39 arcane / +39 nature When wielded/worn: Damage when hit (Melee): 15 temporal Changes resistances: +12% temporal Changes damage: +19% lightning / +19% temporal Talent granted: +1 Ruin Blunt and deadly. |
reforged Deepsonslaught (100-140 power, 18 apr) reforged Deepsonslaught (100-140 power, 18 apr)Requires: - Strength 31 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 100.0 - 140.0 Uses stats: 30% Wil, 50% Mag, 132% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.1% dam / acc Accuracy: +47 Armour Penetration: +18 Physical crit. chance: +9.0% Attack speed: 114% When this weapon hits: Stun (15% chance level 2). When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 18% chance to disease Damage (Melee): +60 insidious poison / +44 light / +20 blight / +44 fire / +44 temporal When wielded/worn: Damage when hit (Melee): 16 darkness Changes resistances: +15% mind / +6% darkness Changes resistances penetration: +5% mind Changes damage: +21% blight / +3% mind / +21% nature Talent granted: +3 Ruin Disease immunity: +32% Blunt and deadly. |
reforged Entropy (81-113.4 power, 22 apr) reforged Entropy (81-113.4 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 81.0 - 113.4 Uses stats: 30% Wil, 50% Mag, 131% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +22 Physical crit. chance: +16.0% Attack speed: 114% When this weapon hits: Weakness Disease (10% chance level 2). When this weapon hits: Sunder Armour (10% chance level 4). Damage (Melee): +40 blight freeze / +42 nature / +42 darkness Burst (radius 2) on crit: +40 vim draining blight When wielded/worn: Changes damage: +25% blight / +46% cold / +21% darkness Blunt and deadly. |
reforged Polunn (98-137.2 power, 18 apr) reforged Polunn (98-137.2 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 98.0 - 137.2 Uses stats: 30% Wil, 50% Mag, 131% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +18 Physical crit. chance: +9.0% Attack speed: 114% When this weapon hits: Realign (15% chance level 2). On weapon crit: * wounds the target reducing their healing Damage (Melee): +42 cold / +42 light / +42 temporal When wielded/worn: Physical crit. chance: +14.0% Physical power: +10 (+1 eff.) Changes resistances penetration: +16% acid / +16% fire / +14% cold / +10% arcane / +16% lightning Changes damage: +21% arcane / +21% fire Talent granted: +3 Deadly Strikes Critical mult.: +5.00% Mana each turn: +0.16 Mana when firing critical spell: +2.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +1% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +26% Blunt and deadly. |
reforged voratun mace 'Bregorand' (91.5-128.1 power, 18 apr) reforged voratun mace 'Bregorand' (91.5-128.1 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 91.5 - 128.1 Uses stats: 30% Wil, 50% Mag, 136% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +18 Physical crit. chance: +9.0% Attack speed: 114% When this weapon hits: Flameshock (10% chance level 3). When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 17% chance to inflict damage reduction * 42% chance to disease * 20% chance to curse the target Damage (Melee): +48 temporal / +48 physical / +44 blight / +48 nature When wielded/worn: Changes stats: +2 Cun Changes damage: +23% cold / +9% mind / +23% arcane Talent granted: +4 Deadly Strikes Disease immunity: +34% Maximum hate: +10.00 Maximum psi: +10.00 Mindpower: +4 (+1 eff.) Blunt and deadly. |
reforged voratun mace 'Plaguespike' (116-162.4 power, 18 apr) reforged voratun mace 'Plaguespike' (116-162.4 power, 18 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 116.0 - 162.4 Uses stats: 30% Wil, 50% Mag, 137% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +30 Armour Penetration: +18 Physical crit. chance: +9.0% Attack speed: 114% When this weapon hits: Bleeding Edge (10% chance level 2). On weapon hit: * 30% chance to corrode armour Damage (Melee): +50 lightning / +50 arcane / +50 temporal When wielded/worn: Damage when hit (Melee): 4 nature Changes resistances penetration: +14% acid / +10% arcane Changes damage: +33% arcane / +24% fire Talent granted: +4 Slime Spit Confusion immunity: +15% Teleport immunity: +10% Life regen: +1.30 Spell crit. chance: +5% Damage Shield penetration: +40% Blunt and deadly. |
voratun mace 'Duvefang' (44-61.6 power, 6 apr) voratun mace 'Duvefang' (44-61.6 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +15.0% Spell save: +33 (+8 eff.) Mental save: +20 (+4 eff.) Vim when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +1.00 Blunt and deadly. |
Gilahell the living mindstar (17-18.7 power, 40 apr, nature damage) Gilahell the living mindstar (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This natural venom should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +12 acid When wielded/worn: Damage when hit (Melee): 35 acid Changes resistances: +19% acid / +6% arcane Changes resistances penetration: +18% acid Changes damage: +13% lightning / +3% blight / +25% fire / +22% cold / +20% acid Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Spell save: +9 (+2 eff.) Mental save: +10 (+2 eff.) Life regen: +1.40 Vim when firing critical spell: +2.00 Maximum mana: +60.00 Maximum psi: +50.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Venommonster (15.5-17.05 power, 40 apr, mind damage) Venommonster (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 15.5 - 17.1 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +17.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 17% chance to corrode armour When wielded/worn: Changes stats: +2 Dex / +8 Wil Changes resistances: +6% nature Changes resistances penetration: +5% nature Changes damage: +25% mind Reduces incoming crit damage: 15.00% Physical save: +7 (+1 eff.) Disarm immunity: +10% Knockback immunity: +10% Mindpower: +15 (+3 eff.) Mental crit. chance: +11% See invisible: +3 It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Aereseda' (17.5-19.25 power, 40 apr, nature damage) living mindstar 'Aereseda' (17.5-19.25 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This natural frost should be returned to the wyrm. Base power: 17.5 - 19.3 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Fatigue: -4% Damage when hit (Melee): 18 ice / 9 mind / 9 darkness Changes stats: +3 Wil / +3 Mag Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +25% lightning / +9% darkness / +45% cold / +10% mind / +22% fire Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Maximum hate: +8.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Healing mod.: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Pitchwhisper' (17-18.7 power, 40 apr, mind damage) living mindstar 'Pitchwhisper' (17-18.7 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 17.0 - 18.7 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +4 blight / +12 darkness When wielded/worn: Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +6 Wil Changes resistances: +15% blight Changes resistances penetration: +9% acid / +10% fire / +7% cold / +9% physical Changes damage: +11% acid / +14% physical / +3% darkness / +13% fire / +11% cold Physical save: +8 (+2 eff.) Hate when firing a critical mind attack: +5.00 Maximum hate: +24.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Life leech chance: +22% Life leech: +25% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Alchemist's Sling Alchemist's SlingRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +10 Dex Changes resistances: +20% fire Changes damage: +20% fire Talent masteries: +0.20 Spell / Explosive admixtures +0.20 Spell / Fire alchemy Spellpower: +20 (+3 eff.) Can use alchemist's gems as ammo. Slightly charred and smells like brimstone. A bit like that halfling hermit. |
Cracklebiter (30-36 power, 10 apr, arcane element) Cracklebiter (30-36 power, 10 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 lightning Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +4 blight When wielded/worn: Physical power: +4 (+1 eff.) Damage (Melee): 68 fire Changes stats: +1 Dex Changes resistances: +3% lightning Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +68.00% Mana each turn: +0.28 Maximum mana: +75.00 Spellpower: +33 (+6 eff.) Spell crit. chance: +5% See invisible: +30 Staves designed for wielders of magic, by the greats of the art. |
Demonstalker the dragonbone starstaff (30-36 power, 6 apr, physical element) Demonstalker the dragonbone starstaff (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 darkness / +12 temporal Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +4 temporal When wielded/worn: Armour: +19 Defense: +18 (+4 eff.) Damage when hit (Melee): 4 darkness Changes stats: +6 Mag / +6 Wil Changes resistances: +9% temporal Maximum wards: +2 physical / +2 temporal Changes damage: +3% temporal / +30% physical Talents granted: +10 Ward +1 Command Staff Maximum mana: +86.00 Spellpower: +22 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Flashbolt the elven-wood starstaff (25-30 power, 5 apr, darkness element) Flashbolt the elven-wood starstaff (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 42% Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +15.0% Physical power: +12 (+2 eff.) Defense: +9 (+2 eff.) Effects on melee hit: * 17% chance to blind Changes resistances: +3% blight / +3% temporal / +6% lightning Changes damage: +25% darkness / +6% fire Talent granted: +1 Command Staff Critical mult.: +31.00% Spell save: +3 (+1 eff.) Spellpower: +21 (+4 eff.) Spell crit. chance: +8% Light radius: +5 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 226.94 light damage. Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (30-36 power, 8 apr, physical element) Gravitational Staff (30-36 power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 180% Mag, 30% Wil Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+4 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 9 power out of 14/14) : Effective talent level: 3.0 Power cost: 9 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 770.21 physical (gravity) damage. Each target moved beyond the first increases the damage by 96.28 (up to a maximum of 385.11 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Vorussra the elven-wood magestaff (25-30 power, 5 apr, fire element) Vorussra the elven-wood magestaff (25-30 power, 5 apr, fire element)Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% darkness Changes resistances penetration: +10% acid Changes damage: +25% fire Talent granted: +1 Command Staff Physical save: +12 (+2 eff.) Disease immunity: +5% Disarm immunity: +10% Only die when reaching: -40.00 life Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Cutherain' (32-38.4 power, 6 apr, cold element) dragonbone magestaff 'Cutherain' (32-38.4 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 32.0 - 38.4 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 physical Burst (radius 1) on hit: +8 blight When wielded/worn: Accuracy: +6 (+1 eff.) Effects on melee hit: * 20% chance to disease Damage (Melee): 28 fire Changes stats: +10 Mag / +10 Cun / +10 Con Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +69.00% Mana each turn: +0.30 Vim when firing critical spell: +7.00 Maximum life: +30.00 Maximum mana: +98.00 Maximum vim: +46.00 Maximum neg.energy: +40.00 Spellpower: +23 (+4 eff.) Spell crit. chance: +5% See invisible: +16 Healing mod.: +10% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Daimofang' (30-36 power, 6 apr, darkness element) dragonbone starstaff 'Daimofang' (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +8 arcane When wielded/worn: Accuracy: +14 (+2 eff.) Physical crit. chance: +9.0% Physical power: +15 (+2 eff.) Defense: +12 (+3 eff.) Effects on melee hit: * 20% chance to blind Changes stats: +2 Wil / +5 Con Changes damage: +30% darkness Grants telepathy: Dragon Talent granted: +1 Command Staff Critical mult.: +14.00% Mental save: +20 (+4 eff.) Life regen: +1.60 Psi when hit: +0.04 Hate when firing a critical mind attack: +1.00 Spellpower: +33 (+6 eff.) Spell crit. chance: +9% Light radius: +4 Healing mod.: +29% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 305.62 light damage. Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Lisunne' (40-48 power, 6 apr, temporal element) dragonbone starstaff 'Lisunne' (40-48 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Base power: 40.0 - 48.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +4 temporal When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +8.0% Physical power: +15 (+2 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Changes resistances penetration: +5% arcane Changes damage: +40% temporal Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +38 (+6 eff.) Spell crit. chance: +9% It can be used to conjure elemental energy in a radius 10 cone, dealing 337.00 - 404.40 temporal damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
short elm starstaff (10-12 power, 2 apr, physical element) short elm starstaff (10-12 power, 2 apr, physical element)Requires: - Magic 11 Powered by arcane forces Crafted by a master Enchantment: Weapon 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stats: 135% Mag, 30% Wil Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +2.5% procs dam / acc Accuracy: +10 Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to daze the target Damage (Melee): +5 light When wielded/worn: Changes damage: +10% physical Talent granted: +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Trident of the Tides (80-112 power, 20 apr) Trident of the Tides (80-112 power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stats: 30% Wil, 50% Mag, 140% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+4 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 36 power out of 150/150) : Effective talent level: 3.0 Power cost: 36 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 351.66. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Nerabrevea (40.5-56.7 power, 7 apr) Nerabrevea (40.5-56.7 power, 7 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +18 acid / +20 light Damage against: +28% Undead When wielded/worn: Physical crit. chance: +1.0% Physical power: +6 (+1 eff.) Changes stats: +3 Cun Maximum life: +30.00 One-handed war axes. |
Phoenixrage (53.5-74.9 power, 6 apr) =o.ocorrode= Phoenixrage (53.5-74.9 power, 6 apr) =o.ocorrode=Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 53.5 - 74.9 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Lightning Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 73% chance to corrode armour On weapon crit: * wounds the target reducing their healing Damage (Melee): +8 acid / +24 fire When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+2 eff.) Damage when hit (Melee): 12 acid Changes resistances penetration: +14% acid Changes damage: +9% acid Life regen: +2.20 One-handed war axes. |
Tusakan the voratun waraxe (54.5-76.3 power, 6 apr) Tusakan the voratun waraxe (54.5-76.3 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 54.5 - 76.3 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 12 mind Changes stats: +1 Str / +3 Dex / +1 Mag / +1 Wil / +2 Con Changes resistances: +7% all Changes resistances penetration: +15% nature Reduces incoming crit damage: 15.00% One-handed war axes. |
forged steel waraxe (20-28 power, 13 apr) forged steel waraxe (20-28 power, 13 apr)Requires: - Strength 6 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 20.0 - 28.0 Uses stats: 30% Wil, 55% Mag, 115% Str Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.2% crit / acc Accuracy: +35 Armour Penetration: +13 Physical crit. chance: +9.0% Attack speed: 111% On weapon hit: * 20% chance to daze the target On weapon crit: * splashes the target with acid Damage (Melee): +21 lightning / +5 light When wielded/worn: Changes damage: +12% light One-handed war axes. |
masterforged acidic stralite waraxe of erosion (54-75.6 power, 17 apr) masterforged acidic stralite waraxe of erosion (54-75.6 power, 17 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 54.0 - 75.6 Uses stats: 30% Wil, 50% Mag, 128% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +17 Physical crit. chance: +12.5% Attack speed: 114% When this weapon hits: Flame (15% chance level 4). On weapon crit: * splashes the target with acid Damage (Melee): +12 acid / +9 temporal / +49 nature / +40 darkness When wielded/worn: Changes damage: +20% mind / +20% physical Talent granted: +1 Bone Grab One-handed war axes. |
masterforged warbringer's stralite waraxe of the leech (57-79.8 power, 17 apr) masterforged warbringer's stralite waraxe of the leech (57-79.8 power, 17 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 57.0 - 79.8 Uses stats: 30% Wil, 50% Mag, 125% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +17 Physical crit. chance: +12.5% Attack speed: 114% When this weapon hits: Greater Weapon Focus (10% chance level 2). On weapon hit: * Slows global speed by 7% * leeches stamina from the target Damage (Melee): +40 cold / +40 darkness When wielded/worn: Physical power: +9 (+1 eff.) Damage when hit (Melee): 13 nature slow Changes stats: +4 Con Changes resistances penetration: +9% physical Changes damage: +20% nature / +20% acid Talent granted: +1 Deadly Strikes Disarm immunity: +24% One-handed war axes. |
reforged Poruwyn the voratun waraxe (77-107.8 power, 18 apr) reforged Poruwyn the voratun waraxe (77-107.8 power, 18 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 77.0 - 107.8 Uses stats: 30% Wil, 50% Mag, 136% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +18 Physical crit. chance: +13.0% Attack speed: 114% When this weapon hits: Perfect Strike (15% chance level 2). On weapon hit: * 42% chance to corrode armour Damage (Melee): +16 acid / +48 darkness / +48 mind / +48 nature When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +13 (+2 eff.) Defense: +13 (+3 eff.) Effects on melee hit: * 30% chance to corrode armour Changes stats: +6 Con Changes resistances: +3% acid / +7% all Changes resistances penetration: +14% nature / +13% physical Changes damage: +23% acid / +23% cold / +6% mind Talent granted: +4 Ruin Disarm immunity: +72% One-handed war axes. |
reforged Yarynik the voratun waraxe (96-134.4 power, 18 apr) reforged Yarynik the voratun waraxe (96-134.4 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 96.0 - 134.4 Uses stats: 30% Wil, 50% Mag, 137% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +30 Armour Penetration: +18 Physical crit. chance: +13.0% Attack speed: 114% When this weapon hits: Distortion Wave (15% chance level 3). On weapon hit: * 18% chance to inflict damage reduction * 20% chance to cause random gloom Damage (Melee): +50 lightning / +50 physical / +50 temporal When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +1 Con / +2 Wil Changes resistances penetration: +15% acid / +17% fire / +16% lightning / +12% cold Changes damage: +24% darkness / +24% physical Grants telepathy: Demon/Minor Demon/Major Talent granted: +3 Pulverizing Auger One-handed war axes. |
reforged voratun waraxe 'Drelach' (87.5-122.5 power, 18 apr) reforged voratun waraxe 'Drelach' (87.5-122.5 power, 18 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 87.5 - 122.5 Uses stats: 30% Wil, 50% Mag, 137% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +48 Armour Penetration: +18 Physical crit. chance: +13.0% Attack speed: 114% When this weapon hits: Blinding Spores (15% chance level 2). Damage Shield penetration (this weapon only): +30% Damage (Melee): +50 lightning / +30 cold / +50 acid / +50 physical When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +12 Armour: +4 Changes stats: +7 Str Changes resistances: +3% temporal / +6% cold Changes resistances penetration: +15% physical Changes damage: +24% acid / +28% physical / +24% nature Talent granted: +2 Acidic Spray Critical mult.: +6.00% Spell save: +3 (+1 eff.) Stamina when hit: +2.50 One-handed war axes. |
voratun waraxe 'Breezespiker' (38-53.2 power, 6 apr) voratun waraxe 'Breezespiker' (38-53.2 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Greatweapon Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% On weapon hit: * 40% chance to disease Damage (Melee): +16 temporal / +16 nature When wielded/worn: Accuracy: +12 (+2 eff.) Changes stats: +4 Dex Changes resistances: +6% light / +3% nature / +6% all Changes resistances penetration: +11% nature / +10% blight One-handed war axes. |
Focus Whip (19-20.9 power, 7 apr) Focus Whip (19-20.9 power, 7 apr)Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 19.0 - 20.9 Uses stats: 50% Wil, 10% Cun, 50% Mag, 70% Dex Damage type: Mind Mastery: Agile Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy is based on willpower for this weapon. Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 125% When wielded/worn: Mindpower: +10 (+2 eff.) Mental crit. chance: +3% It can be used to strike all targets in a line (for 100%% weapon damage as mind), costing 6 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
Scorpion's Tail (28-30.8 power, 8 apr) Scorpion's Tail (28-30.8 power, 8 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 28.0 - 30.8 Uses stats: 30% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 3). Damage (Melee): +22 poison / +22 bleed When wielded/worn: Accuracy: +10 (+2 eff.) See stealth: +9 See invisible: +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
reforged Hydra's Bite (71-78.1 power, 19 apr) reforged Hydra's Bite (71-78.1 power, 19 apr)Requires: - Dexterity 15 Crafted by a master 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 71.0 - 78.1 Uses stats: 30% Wil, 50% Mag, 142% Str Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +30 Armour Penetration: +19 Physical crit. chance: +20.0% Attack speed: 147% When this weapon hits: Lightning Breath (10% chance level 1). When this weapon hits: Poison Breath (10% chance level 1). When this weapon hits: Virulent Disease (10% chance level 2). When this weapon hits: Acid Breath (10% chance level 1). Damage (Melee): +44 lightning / +44 physical When wielded/worn: Changes damage: +12% acid / +12% nature / +21% darkness / +33% lightning Talent granted: +1 Deadly Strikes Sharp, long and deadly. |
reforged Whip of Urh'Rok (70-77 power, 12 apr) reforged Whip of Urh'Rok (70-77 power, 12 apr)Requires: - Dexterity 0 Powered by arcane forces Crafted by a master Enchantment: Weapon 3.00 Encumbrance. Type: weapon / whip ; tier 1 Base power: 70.0 - 77.0 Uses stats: 30% Wil, 50% Mag, 132% Dex Damage type: Physical Mastery: Enchant Weapon Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +47 Armour Penetration: +12 Physical crit. chance: +15.0% Attack speed: 147% When this weapon hits: Mind Blast (15% chance level 3). When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). Damage (Melee): +43 light / +43 mind / +43 nature When wielded/worn: Changes damage: +20% blight / +20% fire / +21% cold / +21% temporal Grants telepathy: Demon/Minor Demon/Major Talent granted: +3 Ruin Spellpower: +15 (+2 eff.) See invisible: +2 Sharp, long and deadly. |
Adeseth the Blastrock Adeseth the BlastrockPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Damage when hit (Melee): 8 acid Changes stats: +10 Mag / +12 Wil Changes resistances: +9% acid Changes damage: +24% lightning / +3% acid Critical mult.: +14.00% Spell crit. chance: +10% A belt that goes around your waist. |
Binding of the Elements Binding of the ElementsPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Armour Hardiness: +10% Defense: +10 (+2 eff.) Changes resistances: +10% lightning / +10% fire / +10% cold / +10% physical Damage affinity(heal): +10% lightning / +10% fire / +10% cold / +10% physical Talent mastery: +0.20 Spell / Elemental fusion It can be used to activate talent Bind Elemental (costing 18 power out of 40/40) : Effective talent level: 4.0 Power cost: 18 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a spell Description: Binds an elemental into your control, giving you full control over its actions for 16 turns. When the effect ends the elemental will be banished. Instakill immunity will block Bind Elemental. The duration and chance to bind will increase with your Willpower. Each point in Bind Elemental will also increase your elemental damage penetration by 4%. An unknown crafter has bound the elemental threads of creation into this belt. |
Camogorn the Phoenixwend Camogorn the PhoenixwendInfused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +6 Dex / +4 Cun / +5 Con / +8 Lck Changes resistances: +13% acid / +9% mind / +13% blight Changes resistances penetration: +5% mind Changes damage: +30% mind / +3% fire Trap disarming bonus: +22 Stealth bonus: +13 Mental save: +11 (+2 eff.) Mindpower: +9 (+2 eff.) Infravision radius: +5 A belt that goes around your waist. |
Eluriama the Demonsmash Eluriama the DemonsmashInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +13 (+3 eff.) Effects on melee hit: * 42% chance to daze * 10% chance to disease Damage when hit (Melee): 4 darkness Changes stats: +6 Str / +7 Dex / +6 Wil / +6 Cun Changes resistances: +6% blight Changes resistances penetration: +5% blight Changes damage: +3% darkness / +3% blight Physical save: +42 (+8 eff.) Spell save: +20 (+5 eff.) Mental save: +18 (+4 eff.) Maximum life: +70.00 A belt that goes around your waist. |
Girdle of Transmutation Girdle of TransmutationPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Armour: +8 Armour Hardiness: +10% Changes stats: +8 Mag / +8 Con Talent masteries: +0.20 Spell / Stone alchemy +0.20 Spell / Morph Talent cooldown: Flux (-2 turns) It can be used to transmute some of your life into mana/vim, costing 12 power out of 20/20. This belt changes shape when you put it on, becoming a perfect fit. |
Issygorn the hardened leather belt Issygorn the hardened leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +2 Mag Changes resistances: +6% acid / +8% fire / +3% nature / +11% cold Stealth bonus: +8 Knockback immunity: +5% Mana each turn: +0.21 Maximum mana: +35.00 A belt that goes around your waist. |
Veliwyn the Dazzleripper Veliwyn the DazzleripperInfused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +12 (+2 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +7 Str / +5 Con Changes resistances: +11% acid / +14% temporal / +14% lightning / +15% blight Changes resistances penetration: +5% light Physical save: +13 (+3 eff.) Maximum stamina: +20.00 Light radius: +3 Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Mayunor' drakeskin leather belt 'Mayunor'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +10 (+1 eff.) Fatigue: -7% Changes stats: +1 Mag / +1 Wil / +3 Con Changes resistances penetration: +10% physical Critical mult.: +26.00% Reduces incoming crit damage: 15.00% Maximum encumbrance: +60 Spell crit. chance: +4% A belt that goes around your waist. |
drakeskin leather belt 'Staredge' drakeskin leather belt 'Staredge'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +14% lightning / +16% temporal / +6% darkness / +3% cold / +3% nature / +5% arcane Changes resistances penetration: +11% physical Changes damage: +25% physical Physical save: +15 (+3 eff.) Spell save: +10 (+2 eff.) Mindpower: +12 (+2 eff.) A belt that goes around your waist. |
hardened leather belt 'Starrage' hardened leather belt 'Starrage'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +9 Defense: +7 (+2 eff.) Effects on melee hit: * 15% chance to blind Changes resistances: +7% fire / +6% cold Changes resistances penetration: +10% light Grants telepathy: Dragon Physical save: +13 (+3 eff.) Mental save: +5 (+1 eff.) Spellpower: +4 (+1 eff.) Mental crit. chance: +1% A belt that goes around your waist. |
Blazebone (3 def, 0 armour) Blazebone (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +33 (+6 eff.) Defense: +3 (+1 eff.) Fatigue: -10% Damage when hit (Melee): 8 mind / 8 fire Changes resistances: +12% mind / +12% fire Changes damage: +18% mind Physical save: +11 (+2 eff.) Mental save: +14 (+3 eff.) Only die when reaching: -50.00 life Maximum life: +166.00 Maximum stamina: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blindraider the elven-silk cloak (3 def, 10 armour) Blindraider the elven-silk cloak (3 def, 10 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +3 (+1 eff.) Effects on melee hit: * 42% chance to inflict damage reduction Damage when hit (Melee): 12 light Changes stats: +11 Mag / +12 Wil Changes resistances: +19% cold Changes resistances penetration: +10% darkness Changes damage: +9% darkness / +6% light Spell crit. chance: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Branochak the Sunglamour (3 def, 0 armour) Branochak the Sunglamour (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +5 Str / +4 Wil / +6 Cun / +5 Con Changes resistances: +30% darkness / +33% temporal Changes resistances penetration: +10% light / +5% temporal Changes damage: +3% light / +3% temporal Physical save: +15 (+3 eff.) Maximum life: +110.00 Mental crit. chance: +7% Light radius: +3 Defense after a teleport: +21 Resist all after a teleport: +14% New effects duration reduction after a teleport: +30% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cinderschism the elven-silk cloak (17 def, 0 armour) Cinderschism the elven-silk cloak (17 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +4 Defense: +17 (+4 eff.) Damage when hit (Melee): 8 physical Changes stats: +12 Mag / +10 Wil Changes resistances penetration: +10% fire / +15% physical Changes damage: +6% physical Critical mult.: +3.00% Physical save: +18 (+4 eff.) Spell save: +30 (+8 eff.) Maximum mana: +149.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 3.0 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 91 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Dairuhek (16 def, 0 armour) Dairuhek (16 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +16 (+4 eff.) Changes stats: +3 Cun / +2 Wil Changes resistances: +12% acid / +3% fire / +6% darkness Physical save: +14 (+3 eff.) Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lisonn the elven-silk cloak (3 def, 0 armour) Lisonn the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Changes resistances: +10% acid / +23% darkness / +16% fire / +28% cold / +10% lightning Changes resistances penetration: +20% darkness / +10% mind Changes damage: +25% darkness Stealth bonus: +25 Physical save: +14 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +14 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 18 power out of 60/60) : Effective talent level: 2.0 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 15 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will fizzle. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
Sparkgore (7 def, 12 armour) Sparkgore (7 def, 12 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Armour: +12 Defense: +7 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +5 Str / +6 Dex / +6 Cun / +3 Con Changes resistances: +6% lightning / +12% fire / +30% cold Physical save: +14 (+3 eff.) Spell save: +20 (+5 eff.) Pinning immunity: +20% Stun/Freeze immunity: +20% Maximum life: +81.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+2 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+4 eff.) Spell save: +20 (+5 eff.) Mental save: +20 (+4 eff.) Confusion immunity: +40% Spellpower: +8 (+1 eff.) It can be used to activate talent See the Threads (costing 30 power out of 50/50) : Effective talent level: 1.0 Power cost: 30 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 4 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. |
elven-silk cloak 'Eclipsebliss' (3 def, 0 armour) elven-silk cloak 'Eclipsebliss' (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +9 Mag / +13 Wil / +6 Cun Changes resistances: +9% acid / +12% fire / +9% lightning Changes resistances penetration: +15% darkness Changes damage: +6% arcane Spell save: +6 (+2 eff.) Disarm immunity: +10% Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +8% Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak (13 def, 0 armour) enveloping linen cloak (13 def, 0 armour)Powered by arcane forces Crafted by a master Enchantment: Light Armour 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +13 (+3 eff.) Physical save: +7 (+1 eff.) Spell save: +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lustrespike the elven-silk robe (21 def, 16 armour) Lustrespike the elven-silk robe (21 def, 16 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +16 Defense: +21 (+5 eff.) Damage when hit (Melee): 8 light Changes stats: +3 Str / +13 Mag / +2 Wil / +5 Con Changes resistances: +26% darkness / +18% mind / +28% light Changes damage: +38% light / +18% mind Reduces incoming crit damage: 10.00% Maximum life: +126.00 Light radius: +8 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nimbuswrither (5 def, 0 armour) Nimbuswrither (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +24% cold Changes resistances penetration: +5% lightning / +36% physical / +31% darkness / +26% temporal Changes damage: +3% lightning / +38% physical / +9% light / +16% cold / +33% darkness Maximum hate: +24.00 Mindpower: +19 (+4 eff.) Mental crit. chance: +9% Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Samufast the elven-silk robe (5 def, 0 armour) =Healmod= Samufast the elven-silk robe (5 def, 0 armour) =Healmod=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes stats: +8 Str / +8 Mag / +8 Wil / +2 Cun Changes resistances: +32% blight / +14% cold / +15% lightning Changes damage: +19% lightning / +15% physical / +20% cold Life regen: +10.40 Maximum life: +170.00 See invisible: +18 Healing mod.: +58% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+1 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
Sunpython (5 def, 0 armour) =+40%phys(all)= Sunpython (5 def, 0 armour) =+40%phys(all)=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Defense: +5 (+1 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 physical Changes stats: +2 Dex / +6 Mag / +5 Wil Changes resistances: +15% acid / +19% physical / +19% fire / +19% cold Changes damage: +11% acid / +20% physical / +15% fire / +14% cold / +20% all Talent cooldown: Refit Golem (-5 turns) Silence immunity: +44% Spellpower on spell critical (stacks up to 3 times): +7 Maximum stamina: +25.00 Spellpower: +39 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Yveyawen (3 def, 0 armour) Yveyawen (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +54% acid / +15% mind / +16% blight Changes damage: +34% acid / +6% temporal / +6% mind Life regen: +5.10 Maximum life: +67.00 Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arugovon the pair of drakeskin leather boots (0 def, 5 armour) Arugovon the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +1 Str / +10 Mag / +6 Wil Changes resistances penetration: +13% physical Changes damage: +3% physical Critical mult.: +12.00% Maximum encumbrance: +20 Spell save: +8 (+2 eff.) Stamina each turn: +0.20 Mana each turn: +0.60 Maximum life: +20.00 Maximum mana: +52.00 Spell crit. chance: +4% Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Corruptionwrither the pair of voratun boots (25 def, 5 armour) Corruptionwrither the pair of voratun boots (25 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+6 eff.) Fatigue: +4% Changes stats: +4 Str / +7 Mag / +4 Con Changes resistances penetration: +5% acid / +5% nature / +5% light Changes damage: +30% acid / +9% nature / +8% blight Disease immunity: +47% Spellpower: +10 (+2 eff.) It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emybeth the pair of voratun boots (0 def, 5 armour) Emybeth the pair of voratun boots (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Effects on melee hit: * 53% chance to corrode armour Damage when hit (Melee): 8 acid Changes stats: +10 Str / +10 Con Changes resistances: +9% mind / +3% acid Changes resistances penetration: +5% acid / +5% arcane Changes damage: +15% mind / +10% physical Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flaremoon the pair of drakeskin leather boots (0 def, 15 armour) =40%speed= Flaremoon the pair of drakeskin leather boots (0 def, 15 armour) =40%speed=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Changes resistances: +3% fire Changes resistances penetration: +20% fire / +10% temporal Changes damage: +9% arcane / +3% fire Infravision radius: +3 Movement speed: +40% A pair of boots made of leather. |
Glimmerclamor (0 def, 3 armour) Glimmerclamor (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Enchantment: Heavy Armour 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +0% Effects on melee hit: * 15% chance to blind Changes resistances: +6% light Changes resistances penetration: +5% physical Stamina each turn: +0.20 Spellpower: +4 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gravity Boots (0 def, 4 armour) Gravity Boots (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Fatigue: +5% Changes damage: +10% physical Talent mastery: +0.20 Chronomancy / Gravity Pinning immunity: -10% Stun/Freeze immunity: +20% Knockback immunity: +20% These boots warp gravity around them, making them exceptionally sturdy. |
Hettotar the Shocksever (0 def, 5 armour) Hettotar the Shocksever (0 def, 5 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes stats: +4 Con / +6 Wil Changes resistances: +13% lightning / +29% temporal Changes resistances penetration: +5% lightning / +9% physical / +5% temporal Life regen: +5.50 Mindpower: +8 (+2 eff.) Healing mod.: +30% It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 57 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Nimbuswalker the pair of voratun boots (0 def, 12 armour) Nimbuswalker the pair of voratun boots (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +12 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 fire Changes resistances: +23% acid / +3% temporal / +3% light / +23% fire / +25% cold / +3% nature / +13% lightning Changes damage: +12% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +3% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Physical save: +9 (+2 eff.) Knockback immunity: +119% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
eldritch pair of voratun boots of evasion (25 def, 5 armour) eldritch pair of voratun boots of evasion (25 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+6 eff.) Fatigue: +4% Changes stats: +6 Mag / +6 Wil Mana each turn: +0.53 Maximum mana: +58.00 Spell crit. chance: +5% It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 39% chance to completely evade them and granting you 48 defense for 16 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of rough leather boots of uncanny dodging (2 def, 6 armour) miner's pair of rough leather boots of uncanny dodging (2 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +1% Infravision radius: +2 A pair of boots made of leather. |
undeterred pair of hardened leather boots of evasion (21 def, 3 armour) undeterred pair of hardened leather boots of evasion (21 def, 3 armour)Powered by arcane forces Crafted by a master Enchantment: Light Armour 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +21 (+5 eff.) Fatigue: +3% Spell save: +3 (+1 eff.) Silence immunity: +20% Confusion immunity: +25% Stun/Freeze immunity: +25% It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 39% chance to completely evade them and granting you 60 defense for 16 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Alomnir (0 def, 3 armour) Alomnir (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +12 Armour: +3 Damage (Melee): 11 acid / 15 cold Changes stats: +3 Str / +8 Dex / +1 Mag / +2 Wil / +4 Cun / +1 Con Changes resistances: +9% acid / +9% cold Changes damage: +10% acid / +9% cold Grants telepathy: Dragon Light radius: +2 See invisible: +3 When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +25 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Acid Breath (10% chance level 5). Burst (radius 2) on crit: +15 ice / +14 acid It can be used to activate talent Steady Shot, 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: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Coalcut the drakeskin leather gloves (0 def, 3 armour) =do you like acid/fire?= Coalcut the drakeskin leather gloves (0 def, 3 armour) =do you like acid/fire?=Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +14 (+2 eff.) Armour: +3 Fatigue: -4% Damage (Melee): 14 acid / 13 fire Changes stats: +6 Str / +2 Dex / +2 Con Changes resistances: +9% acid / +9% fire Changes damage: +10% acid / +10% fire When used to modify unarmed attacks: Base power: 36.0 - 39.6 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 167% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). On weapon hit: * 20% chance to inflict damage reduction Burst (radius 2) on crit: +15 acid / +12 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 70% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 167% When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Shadow Simulacrum (15% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Noontitan (0 def, 3 armour) Noontitan (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +21 (+4 eff.) Armour: +3 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 11 mind / 15 nature Damage when hit (Melee): 16 light Changes stats: +6 Dex Changes resistances: +13% nature / +9% mind Changes damage: +11% nature / +11% mind Light radius: +2 When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Physical crit. chance: +16.0% Attack speed: 167% When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). On weapon hit: * 40% chance to blind Damage (Melee): +4 fire Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +15 nature / +12 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 50% Mag, 30% Cun, 30% Wil, 60% Str, 30% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +5.0% Attack speed: 125% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Sunweeper the drakeskin leather gloves (0 def, 3 armour) Sunweeper the drakeskin leather gloves (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Damage (Melee): 15 nature Damage when hit (Melee): 4 arcane / 20 fire Changes stats: +4 Str / +5 Wil / +5 Con Changes resistances: +10% nature Changes resistances penetration: +5% arcane Changes damage: +10% nature Talent mastery: +0.20 Technique / Grappling Critical mult.: +12.00% Disarm immunity: +31% Spell crit. chance: +20% Mental crit. chance: +16% When used to modify unarmed attacks: Base power: 36.0 - 39.6 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +18.0% Attack speed: 167% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 20% chance to gain 10% of a turn Damage (Melee): +12 temporal Burst (radius 2) on crit: +14 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Sunraven' (0 def, 1 armour) iron gauntlets 'Sunraven' (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +1 Changes stats: +5 Dex Changes resistances penetration: +5% fire Critical mult.: +3.00% Maximum stamina: +5.00 When used to modify unarmed attacks: Base power: 9.5 - 13.3 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 125% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 9.0 - 9.9 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Willowvagrant' (0 def, 3 armour) voratun gauntlets 'Willowvagrant' (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Armour: +3 Effects on melee hit: * Slows global speed by 30% * 15% chance to daze Damage when hit (Melee): 8 nature Changes stats: +5 Cun Changes resistances: +15% darkness / +6% nature Life regen: +8.90 Stamina each turn: +2.60 Psi each turn: +0.37 Maximum stamina: +39.00 Infravision radius: +4 When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +15 Physical crit. chance: +23.0% Attack speed: 125% When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Slumber (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 40% chance to daze Damage (Melee): +4 lightning / +24 darkness Burst (radius 1) on hit: +4 nature It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Adukira (10 def, 9 armour) Adukira (10 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Physical power: +6 (+1 eff.) Armour: +9 Defense: +10 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn Damage when hit (Melee): 4 mind Changes stats: +7 Str / +10 Cun / +4 Con Changes resistances penetration: +15% temporal Physical save: +6 (+1 eff.) Stamina each turn: +0.40 Infravision radius: +4 Healing mod.: +20% A cap made of leather. |
Corrupted Gaze (4 def, 8 armour) Corrupted Gaze (4 def, 8 armour)Requires: - Magic 16 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +40% See stealth: +12 See invisible: +12 It can be used to activate talent Vimsense (costing 15 power out of 32/32) : Effective talent level: 3.0 Power cost: 15 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 43%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +5 Wil / +5 Mag Changes resistances: +15% mind / +9% blight Changes damage: +8% blight / +11% arcane Grants telepathy: Dragon Mental save: +14 (+3 eff.) Confusion immunity: +28% Maximum vim: +25.00 Spell crit. chance: +1% Mental crit. chance: +2% It can be used to activate talent Vimsense (costing 15 power out of 45/45) : Effective talent level: 2.0 Power cost: 15 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 36%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Armour Training (level 3) 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: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / -4 Lck / +5 Con It can be used to activate talent Warshout (costing 27 power out of 45/45) : Effective talent level: 2.0 Power cost: 27 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Eralachak the voratun helm (0 def, 5 armour) Eralachak the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +16 Str / +24 Dex / +5 Cun Changes damage: +9% mind Maximum hate: +6.00 Maximum psi: +20.00 Mental crit. chance: +2% Skullcracker multiplicator: +5 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Slow (0 def, 8 armour) Helm of the Slow (0 def, 8 armour)Requires: - Strength 16 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +8 Fatigue: +4% Changes resistances: +10% temporal / +10% physical Pinning immunity: +20% Movement speed: -10% Why anyone would want to make a helm look like a snail is beyond you. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+1 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 9 power out of 15/15) : Effective talent level: 1.0 Power cost: 9 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 6 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Xarin the elven-silk wizard hat (3 def, 0 armour) Xarin the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 16 mind Changes stats: +16 Mag / +8 Wil / +6 Cun / +18 Con Changes resistances: +12% mind Changes damage: +38% arcane Critical mult.: +5.00% Mental save: +6 (+1 eff.) Mindpower: +10 (+2 eff.) It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
drakeskin leather cap 'Bokisarath' (0 def, 9 armour) drakeskin leather cap 'Bokisarath' (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Effects on melee hit: * Slows global speed by 42% Changes stats: +16 Str / +17 Dex / +10 Con Changes resistances: +3% temporal / +3% cold Blindness immunity: +5% Knockback immunity: +5% Skullcracker multiplicator: +4 A cap made of leather. |
elven-silk wizard hat 'Belikan' (3 def, 0 armour) elven-silk wizard hat 'Belikan' (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +65% light / +20% mind Changes damage: +38% light / +15% mind Physical save: +34 (+7 eff.) Mental save: +12 (+2 eff.) Disease immunity: +10% Disarm immunity: +15% Stun/Freeze immunity: +25% Maximum psi: +37.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Taintborn' (3 def, 0 armour) elven-silk wizard hat 'Taintborn' (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Defense: +3 (+1 eff.) Damage when hit (Melee): 16 nature Changes stats: +7 Mag / +6 Wil Changes resistances: +41% darkness / +16% physical Changes resistances penetration: +5% mind Changes damage: +34% darkness / +18% physical Life regen: +0.60 Maximum stamina: +5.00 Maximum hate: +14.00 Spellpower: +6 (+1 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Yvywen' (3 def, 0 armour) elven-silk wizard hat 'Yvywen' (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 blight Changes resistances: +30% acid / +34% physical / +18% darkness / +6% fire Changes damage: +20% acid / +35% physical / +14% darkness Spell save: +10 (+2 eff.) Mental save: +26 (+5 eff.) Silence immunity: +20% Confusion immunity: +10% Maximum hate: +13.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
linen wizard hat 'Rheharasta' (1 def, 0 armour) linen wizard hat 'Rheharasta' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Silence immunity: +5% Life regen: +0.40 Mana each turn: +0.12 Spellpower: +2 (+0 eff.) Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
reforged Betylrata (6 def, 21.5 armour) reforged Betylrata (6 def, 21.5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +22 Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +3 Dex Changes resistances: +11% lightning / +11% light / +61% mind / +5% arcane Changes damage: +3% arcane Talent mastery: +0.10 Chronomancy / Chronomancy Talent granted: +2 Disperse Magic Physical save: +49 (+10 eff.) Mental save: +92 (+18 eff.) Blindness immunity: +23% Confusion immunity: +117% Fear immunity: +23% Stamina each turn: +1.50 Only die when reaching: -20.00 life Maximum stamina: +81.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Pitchrebel the voratun helm (6 def, 29.5 armour) reforged Pitchrebel the voratun helm (6 def, 29.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +30 Defense: +6 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 8 darkness / 12 temporal Changes stats: +9 Str / +5 Dex / +4 Cun Changes resistances: +11% arcane / +23% temporal / +11% nature / +4% all Talent mastery: +0.10 Technique / Conditioning Physical save: +11 (+2 eff.) Mental save: +36 (+7 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +78.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Relgugrim the voratun helm (6 def, 27.5 armour) reforged Relgugrim the voratun helm (6 def, 27.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +28 Defense: +6 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +23 Str Changes resistances: +9% acid / +11% nature / +11% arcane / +11% blight Talent mastery: +0.10 Spell / Stone alchemy Talent granted: +1 Swallow Reduces incoming crit damage: 15.00% Mental save: +36 (+7 eff.) Blindness immunity: +23% Confusion immunity: +23% Pinning immunity: +25% Fear immunity: +23% Knockback immunity: +5% Stamina each turn: +1.50 Maximum stamina: +78.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
reforged Voryba the Airparry (7 def, 25.5 armour) reforged Voryba the Airparry (7 def, 25.5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +26 Defense: +7 (+2 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 lightning / 8 physical Changes stats: +13 Str / +8 Dex / +10 Wil Changes resistances: +26% blight / +17% lightning / +23% light / +9% acid Talent mastery: +0.10 Technique / Superiority Talent granted: +1 Disperse Magic Spell save: +26 (+6 eff.) Mental save: +56 (+11 eff.) Blindness immunity: +23% Confusion immunity: +23% Fear immunity: +23% Stamina each turn: +1.50 Maximum stamina: +95.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Issobar (22 def, 20 armour) Issobar (22 def, 20 armour)Requires: - Strength 48 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +22 (+5 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +16% Changes stats: +5 Cun / +1 Mag Changes resistances: +20% blight / +9% physical / +17% nature Reduced damage from: +14% Unnatural Grants telepathy: Dragon Humanoid/Orc Physical save: +23 (+5 eff.) Mental save: +24 (+5 eff.) Blindness immunity: +15% Cut immunity: +20% Knockback immunity: +10% A suit of armour made of mail. |
reforged voratun mail armour 'Lightraven' (10.5 def, 31.5 armour) reforged voratun mail armour 'Lightraven' (10.5 def, 31.5 armour)Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +32 Defense: +10 (+3 eff.) Fatigue: +16% Effects on melee hit: * 42% chance to blind Damage when hit (Melee): 28 light / 20 physical Changes stats: +11 Wil Changes resistances: +62% darkness / +11% cold / +53% blight / +6% fire / +11% mind / +12% light Talent cooldown: True Grit (-3 turns) Talent granted: +1 Second Wind Physical save: +38 (+8 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +4.50 Maximum life: +277.00 Light radius: +6 A suit of armour made of mail. |
reforged voratun mail armour 'Xywen' (10.5 def, 31.5 armour) reforged voratun mail armour 'Xywen' (10.5 def, 31.5 armour)Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour penetration: +5 Physical power: +4 (+1 eff.) Armour: +32 Defense: +10 (+3 eff.) Fatigue: +10% Damage when hit (Melee): 14 light Changes stats: +4 Wil Changes resistances: +11% lightning / +29% darkness / +39% blight / +10% mind / +11% light Talent cooldown: Track (-2 turns) Critical mult.: +3.00% Maximum encumbrance: +20 Physical save: +36 (+7 eff.) Mental save: +23 (+5 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +8.50 Stamina each turn: +0.80 Maximum life: +363.00 Light radius: +2 Healing mod.: +30% A suit of armour made of mail. |
Arthalach the Scorpionbait (17 def, 8 armour) =moremod= Arthalach the Scorpionbait (17 def, 8 armour) =moremod=Requires: - Strength 20 Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +17 (+4 eff.) Ranged Defense: +16 (+3 eff.) Fatigue: +8% Damage (Melee): 8 lightning Damage (Ranged): 9 lightning Changes resistances: +28% lightning / +26% cold / +3% nature Changes damage: +6% fire Reduces incoming crit damage: 10.00% Spell save: +12 (+3 eff.) Teleport immunity: +10% Life regen: +16.40 Only die when reaching: -60.00 life Maximum life: +88.00 Healing mod.: +57% A suit of armour made of leather. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+4 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 54, based on Cunning and Magic) for 10 turns, costing 30 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Falulatharegogen the reinforced leather armour (26 def, 24 armour) Falulatharegogen the reinforced leather armour (26 def, 24 armour)Requires: - Strength 18 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +24 Defense: +26 (+6 eff.) Fatigue: +8% Damage when hit (Melee): 12 blight Changes stats: +10 Cun Changes resistances: +9% light / +23% fire Changes resistances penetration: +10% blight Spell save: +3 (+1 eff.) Mental save: +40 (+8 eff.) Disarm immunity: +15% Stun/Freeze immunity: +5% Knockback immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A suit of armour made of leather. |
Flashfury the drakeskin leather armour (18 def, 8 armour) Flashfury the drakeskin leather armour (18 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +18 (+4 eff.) Ranged Defense: +13 (+3 eff.) Fatigue: +8% Effects on melee hit: * 42% chance to daze Damage (Melee): 22 acid / 18 fire Damage when hit (Melee): 15 acid / 15 fire / 12 mind / 4 lightning Changes stats: +5 Dex Changes resistances: +27% acid / +17% light / +28% fire / +3% mind / +18% darkness Changes damage: +15% lightning Movement speed: +20% A suit of armour made of leather. |
Hathunaristir the Lustretorrent (49 def, 8 armour) =10% invincible= Hathunaristir the Lustretorrent (49 def, 8 armour) =10% invincible=Requires: - Strength 14 Powered by arcane forces Infused by nature Crafted by a master Enchantment: Light Armour 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +18 Physical crit. chance: +9.0% Armour: +8 Defense: +49 (+12 eff.) Ranged Defense: +16 (+3 eff.) Fatigue: +8% Damage (Melee): 7 lightning Damage (Ranged): 9 lightning Changes resistances: +25% lightning / +25% cold / +3% darkness / +24% acid Reduces incoming crit damage: 10.00% Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Cut immunity: +15% Stun/Freeze immunity: +15% Stamina each turn: +1.40 Light radius: +2 Chance to avoid any damage: +10% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 5.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 55% of your stamina. A suit of armour made of leather. |
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 (+4 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+2 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 8 power out of 16/16) : Effective talent level: 4.0 Power cost: 8 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 265.08 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. |
Voidwinter the drakeskin leather armour (19 def, 8 armour) Voidwinter the drakeskin leather armour (19 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +9.0% Armour: +8 Defense: +19 (+5 eff.) Fatigue: +8% Changes resistances: +30% fire Changes damage: +30% darkness / +15% temporal Life regen: +13.00 Stamina each turn: +1.50 Healing mod.: +24% Chance to avoid any damage: +11% It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 4.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. |
Warping Vest (30 def, 0 armour) Warping Vest (30 def, 0 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Defense: +30 (+7 eff.) Changes resistances: +25% temporal Changes resistances cap: +10% temporal Talent masteries: +0.20 Spell / Conveyance +0.20 Spell / Distort +0.20 Chronomancy / Spacetime Folding +0.20 Chronomancy / Spacetime Weaving Pinning immunity: +20% It can be used to activate talent Scatter (costing 24 power out of 50/50) : Effective talent level: 4.0 Power cost: 24 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Randomly teleports all targets within a radius of 6 around you, including yourself. Everyone will be teleported between 6 and 12 tiles from their current location. You will go out of phase (66) for 3 turns. Requires your Spellpower to beat the target's Spell Save. This vest doesn't seem to stay still. It moves about all over the place, yet doesn't move at all. |
drakeskin leather armour 'Dairinik' (32 def, 8 armour) drakeskin leather armour 'Dairinik' (32 def, 8 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +9.0% Armour: +8 Defense: +32 (+8 eff.) Ranged Defense: +14 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 12 acid Changes stats: +4 Dex Changes resistances: +9% lightning / +15% cold / +10% mind / +3% temporal Spell save: +13 (+3 eff.) Mental save: +25 (+5 eff.) Stamina each turn: +1.50 Movement speed: +20% Chance to avoid any damage: +11% It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 5.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 55% of your stamina. A suit of armour made of leather. |
drakeskin leather armour 'Eramareblek' (5 def, 8 armour) drakeskin leather armour 'Eramareblek' (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 arcane Changes resistances: +13% cold / +11% fire / +11% nature / +31% physical Physical save: +63 (+13 eff.) Mental save: +12 (+2 eff.) Cut immunity: +10% Silence immunity: +15% Confusion immunity: +10% A suit of armour made of leather. |
Cuirass of the Dark Lord (0 def, 30 armour) Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+3 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within 5 spaces, causing them to bleed for 120 physical damage over 4 turns. For each creature drained (up to 10), the armor's stats increase, but decrease back to normal over 10 turns, costing 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 the plate remained, dying to finally taste fresh blood again. |
Glintjeer (9 def, 16 armour) Glintjeer (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +1 Physical power: +2 (+0 eff.) Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 physical Changes resistances: +3% lightning / +9% temporal / +38% blight / +6% cold / +40% nature / +30% acid Reduced damage from: +15% Unnatural Maximum encumbrance: +20 Light radius: +2 A suit of armour made of metal plates. |
Glintstriker (9 def, 25 armour) Glintstriker (9 def, 25 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +25 Defense: +9 (+2 eff.) Fatigue: +31% Damage when hit (Melee): 4 light Changes stats: +4 Str / +2 Mag / +13 Con Changes resistances: +27% acid / +11% fire / -18% light / +13% darkness Changes damage: +6% light Physical save: +22 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Infravision radius: +1 See invisible: +18 A suit of armour made of metal plates. |
Tarrasca (0 def, 50 armour) Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+9 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage equal to the speed detriment, but never to less than 30% of the original damage. Current Resistance: 0% It can be used to slow the movement speed of all creatures within 5 spaces (including yourself) by 40%, costing 15 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
reforged Borfast's Cage (10.5 def, 42.5 armour) reforged Borfast's Cage (10.5 def, 42.5 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +42 Defense: +10 (+3 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical / +11% nature / +11% arcane Talent cooldown: Searing Assault (-1 turn) Talents granted: +4 Burrow +1 Power Catalyst: Mind Reduces opponents crit chance: 20% Physical save: +53 (+11 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Knockback immunity: +30% Life regen: +6.50 Maximum life: +327.00 A suit of armour made of metal plates. |
reforged Lorovor the steel plate armour (6 def, 20 armour) reforged Lorovor the steel plate armour (6 def, 20 armour)Requires: - Strength 17 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Enchantment: Heavy Armour 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +20 Defense: +6 (+1 eff.) Fatigue: +17% Changes stats: +6 Str / +5 Con Changes resistances: +18% acid / +9% darkness / +3% blight / +10% cold / +3% nature Physical save: +19 (+4 eff.) Spell save: +3 (+1 eff.) Cut immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Life regen: +2.25 Maximum life: +133.00 A suit of armour made of metal plates. |
reforged Plaguespiker (14.5 def, 43 armour) reforged Plaguespiker (14.5 def, 43 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +25 (+4 eff.) Armour: +43 Defense: +14 (+4 eff.) Fatigue: +26% Changes stats: +12 Str / +10 Mag / +9 Wil / +2 Con Changes resistances: +47% lightning / +11% temporal / +35% cold / +9% nature / +11% arcane Changes resistances penetration: +5% physical Talent cooldown: Cripple (-3 turns) Talents granted: +1 Shock Hands +1 Power Catalyst: Magic Physical save: +39 (+8 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +4.50 Maximum life: +263.00 Spellpower: +21 (+4 eff.) Spell crit. chance: +9% Mindpower: +25 (+5 eff.) Mental crit. chance: +8% Healing mod.: +15% A suit of armour made of metal plates. |
reforged Plate of the Blackened Mind (15 def, 70 armour) reforged Plate of the Blackened Mind (15 def, 70 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +70 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +11% temporal / +15% light / +11% arcane / +20% blight / +11% fire / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Talent cooldown: Infernal Impact (-1 turn) Talents granted: +1 Blood Grasp +1 Power Catalyst: Magic Physical save: +56 (+11 eff.) Mental save: +25 (+5 eff.) Cut immunity: +23% Confusion immunity: +100% Pinning immunity: +23% Stun/Freeze immunity: +23% Fear immunity: +100% Life regen: +4.50 Maximum life: +301.00 Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 9 power out of 25/25) : Effective talent level: 2.0 Power cost: 9 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 19 Armour, 27 Defense and your attacks will gain 50% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. A suit of armour made of metal plates. |
reforged Singeglory the voratun plate armour (14.5 def, 68.5 armour) reforged Singeglory the voratun plate armour (14.5 def, 68.5 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +68 Defense: +14 (+4 eff.) Fatigue: +16% Effects on melee hit: * 10% chance to disease Damage (Melee): 21 acid / 18 fire Damage when hit (Melee): 15 acid / 16 fire Changes resistances: +41% acid / +11% light / +6% blight / +37% fire / +6% nature Changes resistances penetration: +15% fire Changes damage: +6% nature / +9% fire Talent cooldown: Battle Call (-1 turn) Talent granted: +4 Second Wind Physical save: +52 (+10 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +4.50 Maximum life: +277.00 A suit of armour made of metal plates. |
reforged voratun plate armour 'Lightningpiety' (14.5 def, 59.5 armour) reforged voratun plate armour 'Lightningpiety' (14.5 def, 59.5 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +60 Defense: +14 (+4 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to disease Changes resistances: +51% acid / +24% physical / +13% lightning / +35% cold / +14% fire / +41% temporal Changes resistances penetration: +5% blight / +10% lightning Changes damage: +21% lightning / +6% fire Talent cooldown: Greater Weapon Focus (-2 turns) Talents granted: +1 Power Catalyst: Mind +1 Nature's Touch Allows you to breathe in: water Physical save: +38 (+8 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +4.50 Maximum life: +275.00 A suit of armour made of metal plates. |
reforged voratun plate armour 'Turyrach' (14.5 def, 60.5 armour) reforged voratun plate armour 'Turyrach' (14.5 def, 60.5 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +60 Defense: +14 (+4 eff.) Fatigue: +20% Damage when hit (Melee): 8 physical Changes stats: +1 Dex / +3 Cun / +3 Con Changes resistances: +11% blight / +9% physical / +11% arcane / +11% fire Changes resistances penetration: +10% mind Talent cooldown: Forge Shield (-2 turns) Talents granted: +4 Burrow +1 Power Catalyst: Mind Physical save: +88 (+17 eff.) Mental save: +25 (+5 eff.) Cut immunity: +23% Pinning immunity: +23% Stun/Freeze immunity: +23% Life regen: +4.50 Maximum life: +277.00 A suit of armour made of metal plates. |
Chargepunish the voratun shield (12 def, 15 armour, 72.5-87 power, 317 block) Chargepunish the voratun shield (12 def, 15 armour, 72.5-87 power, 317 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 72.5 - 87.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +317 On weapon hit: * 40% chance to daze Burst (radius 2) on crit: +35 light / +36 darkness When wielded/worn: Armour: +15 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * 13% chance to cause random gloom * 30% chance to daze Effects when hit in melee: * 35% chance to cause random gloom Damage when hit (Melee): 16 lightning Changes stats: +5 Con Changes resistances: +9% lightning / +12% light / +14% darkness Changes damage: +3% blight / +12% lightning Talent granted: +5 Block Physical save: +14 (+3 eff.) Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
Thunderwitch (12 def, 24 armour, 63-75.6 power, 426 block) Thunderwitch (12 def, 24 armour, 63-75.6 power, 426 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 63.0 - 75.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +426 On weapon hit: * 40% chance to daze When wielded/worn: Armour: +24 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 23% chance to gain 10% of a turn Damage when hit (Melee): 4 arcane Changes stats: +14 Con Changes resistances: +3% lightning / +20% temporal / +5% arcane Changes damage: +9% lightning Talent granted: +5 Block Physical save: +27 (+5 eff.) Handheld deflection devices. |
Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block) Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)Requires: - Strength 40 - Talent Armour Training (level 2) 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 stats: 30% Wil, 50% Mag, 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +280 When wielded/worn: Armour: +20 Defense: +16 (+4 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +5 Block Spell save: +19 (+5 eff.) Light radius: +2 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. |
reforged Kindlevice the voratun shield (18.5 def, 45 armour, 135.5-162.6 power, 336 block) reforged Kindlevice the voratun shield (18.5 def, 45 armour, 135.5-162.6 power, 336 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 135.5 - 162.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +336 On weapon hit: * deal bonus physical damage equal to your armor Damage (Melee): +12 mind When wielded/worn: Armour: +45 Armour Hardiness: +9% Defense: +18 (+5 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes stats: +2 Dex / +9 Con Changes resistances: +12% acid / +19% physical / +11% temporal / +12% cold / +16% fire / +11% arcane / +24% lightning Talent cooldown: Switch Place (-1 turn) Talents granted: +2 Illuminate +5 Block Critical mult.: +15.00% Physical save: +13 (+3 eff.) Spell save: +42 (+10 eff.) Disarm immunity: +23% Knockback immunity: +23% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum psi: +20.00 Heals friendly targets nearby when you use a nature summon: +40 Handheld deflection devices. |
voratun shield 'Daimugoran' (12 def, 24 armour, 66-79.2 power, 428.5 block) voratun shield 'Daimugoran' (12 def, 24 armour, 66-79.2 power, 428.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.0 - 79.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +428 On weapon hit: * 35% chance to daze When wielded/worn: Armour: +24 Defense: +12 (+3 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage (Melee): 9 lightning Damage when hit (Melee): 26 lightning Changes stats: +12 Con Changes resistances: +6% blight / +3% fire / +5% arcane Talent granted: +5 Block Physical save: +26 (+5 eff.) Mental save: +10 (+2 eff.) Blindness immunity: +5% Silence immunity: +5% Handheld deflection devices. |
Arrows of Manalocking (18/20, 15-21 power, 5 apr) Arrows of Manalocking (18/20, 15-21 power, 5 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 20 Damage (Ranged): +10 arcane silence Fight magic with magic! |
Hornet Stingers (20/20, 18-25.2 power, 10 apr) Hornet Stingers (20/20, 18-25.2 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +45 crippling poison A vile poison drips from the tips of these arrows. |
Spiderwend (20/20, 52-72.8 power, 18 apr) Spiderwend (20/20, 52-72.8 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 20 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 18% chance to disease * Slows global speed by 20% * 42% chance to corrode armour * 20% chance to torment the target * 25% chance for lightning to arc to a second target Damage (Ranged): +19 lightning / +20 darkness / +4 nature / +8 acid / +18 blight / +12 mind Burst (radius 1) on hit: +16 nature Arrows are used with bows to pierce your foes to death. |
Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 30% Wil, 70% Dex, 60% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Zubyba (21/21, 44-61.6 power, 14 apr) Zubyba (21/21, 44-61.6 power, 14 apr)Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 44.0 - 61.6 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +15 Armour Penetration: +14 Physical crit. chance: +15.5% Capacity: 21 On weapon hit: * 40% chance to cause random gloom * 40% chance to disease * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Ranged): +4 arcane Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +8 arcane Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Flashire' (20/20, 54-75.6 power, 18 apr) quiver of dragonbone arrows 'Flashire' (20/20, 54-75.6 power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +18.0% Capacity: 20 On weapon hit: * 20% chance to corrode armour * Slows global speed by 42% * 20% chance to torment the target * 10% chance to knock the target back On weapon crit: * cripple the target Damage (Ranged): +8 acid / +45 physical / +20 darkness / +8 light / +18 mind Arrows are used with bows to pierce your foes to death. |
18 agate 18 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid When used as a pommel gem: +1 critical hit chance. Gems can be sold for money or used in arcane rituals. |
723 alchemist agate 723 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. |
24 onyx 24 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid When used as a pommel gem: +3 critical hit chance. Gems can be sold for money or used in arcane rituals. |
27 aquamarine 27 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning When used as a pommel gem: +20% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
26 lapis lazuli 26 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning When used as a pommel gem: +30% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
25 opal 25 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning When used as a pommel gem: +2 critical hit chance. Gems can be sold for money or used in arcane rituals. |
16 sapphire 16 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning When used as a pommel gem: Damage burst on hit (radius 1): +20 cold. Gems can be sold for money or used in arcane rituals. |
9 topaz 9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning When used as a pommel gem: +10% weapon speed. Gems can be sold for money or used in arcane rituals. |
Airtrial (dig speed 14 turns) Airtrial (dig speed 14 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 8 arcane / 4 temporal Changes stats: +8 Str Changes resistances: +15% lightning / +3% temporal Changes damage: +6% arcane Lowers spell cool-downs by: 10% Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Boltspawn the voratun pickaxe (dig speed 14 turns) Boltspawn the voratun pickaxe (dig speed 14 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +15.0% Fatigue: -9% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 12 lightning Changes stats: +18 Str / +10 Wil / +5 Cun Changes resistances: +3% lightning Changes resistances penetration: +5% lightning / +15% temporal / +5% mind Changes damage: +6% mind / +15% lightning Mental crit. chance: +14% Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eilinoratira (dig speed 10 turns) Eilinoratira (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +7 Physical power: +8 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +2 Str Changes damage: +24% mind Critical mult.: +16.00% Psi when hit: +0.08 Maximum hate: +2.00 Lowers spell cool-downs by: 10% Mindpower: +6 (+1 eff.) Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Kahor (dig speed 5 turns) Kahor (dig speed 5 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +9% fire / +9% darkness / +5% arcane Changes damage: +13% mind / +14% fire Grants telepathy: Dragon Mental save: +15 (+3 eff.) Light radius: +1 Infravision radius: +3 See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Olykath the Hellsravager (dig speed 9 turns) Olykath the Hellsravager (dig speed 9 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -8% Damage when hit (Melee): 4 fire Changes stats: +2 Cun / +6 Str Changes resistances: +9% darkness / +9% fire Changes damage: +9% arcane Reduces incoming crit damage: 15.00% Spellpower: +2 (+0 eff.) Lowers spell cool-downs by: 10% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Ragedig the Sewerworm (dig speed 30 turns) Ragedig the Sewerworm (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str Changes resistances: +6% mind Changes resistances penetration: +5% nature / +5% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
20 emerald 20 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature When used as a pommel gem: +30 Poison damage on hit. Gems can be sold for money or used in arcane rituals. |
34 jade 34 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature When used as a pommel gem: +20 Nature Slow damage on hit. Gems can be sold for money or used in arcane rituals. |
13 spinel 13 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature When used as a pommel gem: +10% damage shield penetration. Gems can be sold for money or used in arcane rituals. |
30 turquoise 30 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature When used as a pommel gem: Damage burst on hit (radius 1): +20 acid. Gems can be sold for money or used in arcane rituals. |
CorpseLight CorpseLightPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 59 fire Changes stats: +4 Str Changes resistances: +17% blight / +26% fire / +15% darkness / +6% temporal Confusion immunity: +5% Teleport immunity: +10% Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Light radius: +9 Infravision radius: +6 See invisible: +14 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 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 48 blight damage or heals 58 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Dayripper DayripperInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +20 (+3 eff.) Damage when hit (Melee): 4 light Changes stats: +2 Dex / +13 Wil / +10 Cun Changes resistances penetration: +10% blight / +15% physical Critical mult.: +38.00% Stamina each turn: +0.20 Light radius: -6 Infravision radius: +9 Healing mod.: +15% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Dรบathedlen Heart Dรบathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 6 power out of 15/15) : Effective talent level: 3.0 Power cost: 6 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 364.45 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Eremodor the Scaldbore Eremodor the ScaldborePowered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Changes stats: +8 Mag / +7 Wil Changes damage: +15% fire / +14% mind / +3% nature Confusion immunity: +10% Only die when reaching: -60.00 life Spellpower: +9 (+2 eff.) Light radius: +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eremublek the Oakgore Eremublek the OakgorePowered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+1 eff.) Damage when hit (Melee): 30 fire Changes stats: +10 Wil Changes resistances: +10% fire / +15% light / +3% nature Changes damage: +15% darkness / +12% blight Damage affinity(heal): +5% darkness Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Spellpower: +6 (+1 eff.) Light radius: +4 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 575.85 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Falastir FalastirPowered by arcane forces Crafted by a master -1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +10 Cun / +16 Mag Reduces incoming crit damage: 10.00% Physical save: +6 (+1 eff.) Mental save: +9 (+2 eff.) Stun/Freeze immunity: +20% Only die when reaching: -80.00 life Spellpower: +34 (+6 eff.) Light radius: +3 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Flameripper the dwarven lantern Flameripper the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +13 Damage when hit (Melee): 4 fire Changes stats: +5 Con Changes resistances: +11% blight Changes resistances penetration: +15% fire / +15% arcane / +13% all Changes damage: +6% arcane / +15% fire Life regen: +6.50 Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Growthoblivion the dwarven lantern Growthoblivion the dwarven lanternInfused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Effects on melee hit: * Slows global speed by 15% * 30% chance to corrode armour Damage when hit (Melee): 16 nature Changes stats: +9 Cun / +7 Wil Changes resistances: +6% acid / +3% all Changes damage: +9% nature / +9% acid Critical mult.: +17.00% Spell save: +14 (+4 eff.) Light radius: -6 Infravision radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Lamp of Illusion Lamp of IllusionPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes damage: +10% light Talent mastery: +0.20 Spell / Illusion Light radius: +2 Infravision radius: +2 This plain looking lamp is not what it seems. |
Light :s Light :sInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 blight Changes stats: +11 Cun Changes resistances: +12% light Changes resistances penetration: +10% light Mental save: +13 (+3 eff.) Blindness immunity: +49% Confusion immunity: +29% Vim when firing critical spell: +3.00 Maximum life: +80.00 Spellpower: +6 (+1 eff.) Light radius: +0 Infravision radius: +9 See stealth: +45 See invisible: +50 It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 5.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 63 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Light? What Light? Light? What Light?Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +21 Cun / +7 Wil Changes damage: +15% mind / +3% blight Reduces incoming crit damage: 5.00% Blindness immunity: +37% Confusion immunity: +30% Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +80.00 Light radius: -10 Infravision radius: +18 See stealth: +25 See invisible: +35 Damage Shield penetration: +10% It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (167 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Undeathwasp UndeathwaspPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Wil Changes resistances: +13% darkness / +14% light Changes resistances penetration: +5% arcane / +15% all Changes damage: +15% light / +14% darkness Damage affinity(heal): +5% light / +5% darkness Critical mult.: +10.00% Spell save: +6 (+2 eff.) Mana when firing critical spell: +1.00 Vim when firing critical spell: +4.00 Light radius: +9 Infravision radius: +5 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 575.85 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Venomwrither the dwarven lantern Venomwrither the dwarven lanternPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Effects on melee hit: * Slows global speed by 42% * 15% chance to corrode armour Damage when hit (Melee): 16 acid / 27 fire Changes resistances: +9% acid / +10% fire Changes resistances penetration: +14% all Changes damage: +3% acid Maximum life: +70.00 Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Strikestar' dwarven lantern 'Strikestar'Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 lightning Changes stats: +7 Mag Changes resistances: +5% arcane / +3% lightning Changes resistances penetration: +5% lightning Changes damage: +12% lightning Mental save: +14 (+3 eff.) Spellpower: +13 (+2 eff.) Light radius: +11 See stealth: +24 See invisible: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
void-walker's dwarven lantern of clarity void-walker's dwarven lantern of clarityPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +9% cold / +10% temporal Mental save: +13 (+3 eff.) Light radius: +4 See stealth: +20 See invisible: +18 Defense after a teleport: +17 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: -12% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +10% all / +15% temporal Movement speed: -16% Combat speed: +12% Casting speed: +12% Mental speed: +12% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass (sands currently flowing towards entropy), costing 12 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 11 power out of 35/35) : Effective talent level: 2.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 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." |
The Bladed Rift The Bladed RiftPowered 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): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 1.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). When used as a pommel gem: Talent on hit: 10% chance to cast Golem Eye Beam level 3. This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 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. |
71 alchemist bloodstone 71 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
18 bloodstone 18 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire When used as a pommel gem: +10% life leech. Gems can be sold for money or used in arcane rituals. |
13 fire opal 13 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire When used as a pommel gem: Damage burst on hit (radius 1): +25 fire. Gems can be sold for money or used in arcane rituals. |
25 garnet 25 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire When used as a pommel gem: +6% life leech. Gems can be sold for money or used in arcane rituals. |
19 ruby 19 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire When used as a pommel gem: +4 critical hit chance. Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 880.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Frozen Shards (25/25, 32-38.4 power, 15 apr) Frozen Shards (25/25, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Ice Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Polamina (23/23, 52.5-63 power, 6 apr) Polamina (23/23, 52.5-63 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 52.5 - 63.0 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 23 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 34% chance to disease * 40% chance to cause random gloom * 20% chance to curse the target Damage (Ranged): +18 darkness / +20 cold / +33 blight / +8 arcane / +4 mind Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +8 blight Shots are used with slings to pummel your foes to death. |
Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr) Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Samodig the Bogslice (22/22, 53-63.6 power, 6 apr) Samodig the Bogslice (22/22, 53-63.6 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 53.0 - 63.6 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Nature Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 22 On weapon hit: * Slows global speed by 40% * 41% chance to daze * 20% chance to torment the target Damage (Ranged): +42 darkness / +19 mind Burst (radius 1) on hit: +12 lightning / +23 fire Burst (radius 2) on crit: +8 nature Damage against: +18% Living Shots are used with slings to pummel your foes to death. |
Star Shot (20/20, 32-38.4 power, 15 apr) Star Shot (20/20, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Wind Worn Shot (25/25, 39-46.8 power, 15 apr) Wind Worn Shot (25/25, 39-46.8 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
pouch of voratun shots 'Phoenixspawner' (21/21, 66.5-79.8 power, 18 apr) pouch of voratun shots 'Phoenixspawner' (21/21, 66.5-79.8 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 66.5 - 79.8 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Physical crit. chance: +18.0% Capacity: 21 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to cause random gloom * 58% chance to disease * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +21 blight / +4 fire / +32 physical Burst (radius 1) on hit: +16 fire Shots are used with slings to pummel your foes to death. |
Arideyon the voratun torque of psychoportation [power 95] (28 cooldown) Arideyon the voratun torque of psychoportation [power 95] (28 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +5% arcane Talent cooldown: Silence (+10 turn) Talent granted: +9 Silence Cut immunity: +10% Stun/Freeze immunity: +10% Knockback immunity: +10% It can be used to teleport randomly (rad 95), putting all charms on cooldown for 28 turns. Torques are made by powerful psionics to store psionic powers. |
Dazzlebiter [power 275] (20 cooldown) Dazzlebiter [power 275] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 light Maximum wards: +3 physical / +2 mind / +4 darkness Changes resistances penetration: +25% light Changes damage: +3% light / +6% blight Talent cooldown: Telekinetic Blast (+5 turn) Talents granted: +4 Telekinetic Blast +1 Ward Light radius: +3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 275 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Goredan the Chargecrypt [power 505] (29 cooldown) Goredan the Chargecrypt [power 505] (29 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +1 Cun Changes resistances: +6% lightning Changes resistances penetration: +10% lightning Critical mult.: +5.00% Psi each turn: +0.45 Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Mental crit. chance: +3% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 505 for 7 turns, putting all charms on cooldown for 29 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+2 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 11 power out of 35/35) : Effective talent level: 3.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 364 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Zubethra [power 465] (6 cooldown) Zubethra [power 465] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +1 Wil / +2 Cun / +1 Con Changes resistances: +9% mind Talent cooldown: Silence (+10 turn) Talent granted: +9 Silence Blindness immunity: +5% Poison immunity: +5% Silence immunity: +10% Knockback immunity: +5% It can be used to fire a blast of psionic energies in a range 10 beam (dam 232-465), putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Dawn's kiss the dragonbone totem of thorny skin [power 87] (12 cooldown) =Webs. Webs Everywhere= Dawn's kiss the dragonbone totem of thorny skin [power 87] (12 cooldown) =Webs. Webs Everywhere=Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 light Changes resistances: +9% acid Changes resistances penetration: +15% acid Changes damage: +3% light / +24% acid Talents granted: +5 Rushing Claws +10 Lay Web It can be used to harden the skin for 6 turns increasing armour by 87 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Zubabeth the elven-wood totem of cleansing [power 4] (12 cooldown) Zubabeth the elven-wood totem of cleansing [power 4] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +3% blight / +3% temporal Changes resistances penetration: +10% blight / +5% temporal Changes damage: +3% blight Talent granted: +4 Rushing Claws It can be used to remove magical effects from the target (up to 4), putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin [power 29] (12 cooldown) ash totem of thorny skin [power 29] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 6 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
18 amethyst 18 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane When used as a pommel gem: Damage burst on hit (radius 1): +10 arcane. Gems can be sold for money or used in arcane rituals. |
Bleakradiance [power 104] (9 cooldown) Bleakradiance [power 104] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 42% chance to inflict damage reduction * 42% chance to corrode armour Maximum wards: +9 lightning / +9 temporal / +9 blight / +9 fire / +10 cold Changes damage: +6% acid / +15% darkness Talent granted: +2 Ward Maximum vim: +18.00 It can be used to disarm traps (104 disarm power, Magic) along a range 4 line, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand Lightbringer's WandPowered 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 (+4 eff.) Light radius: +2 It can be used to summon a shining orb, costing 21 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Prismknight the dragonbone wand of firewall [power 505] (5 cooldown) Prismknight the dragonbone wand of firewall [power 505] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 8 physical Changes stats: +1 Dex Changes resistances: +15% lightning / +6% cold Changes damage: +6% light Poison immunity: +10% Silence immunity: +10% Teleport immunity: +15% Maximum life: +20.00 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to creates a wall of flames lasting for 4 turns (dam 505 overall), putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Wand of Death Wand of DeathPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes resistances penetration: +10% blight / +10% cold / +10% darkness Talent mastery: +0.20 Spell / Animus Maximum souls: +3.00 It can be used to fires a death ray (darkness and cold damage that can instantly kill weakened enemies; damage scales with magic), costing 12 power out of 30/30. You can only see it because it is darker than its surroundings. It feels as cold as a grave. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +30% darkness Changes damage: +30% light Light radius: +3 When carried: Light radius: +1 When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 5. It can be used to map surroundings, costing 18 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. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
20 diamond 20 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold When used as a pommel gem: +5 critical hit chance. Gems can be sold for money or used in arcane rituals. |
18 moonstone 18 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold When used as a pommel gem: On hit: 20% chance to Stun for 4 turns. Gems can be sold for money or used in arcane rituals. |
9 pearl 9 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 5. Gems can be sold for money or used in arcane rituals. |
24 quartz 24 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold When used as a pommel gem: +15% weapon speed. Gems can be sold for money or used in arcane rituals. |
23 amber 23 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light When used as a pommel gem: On hit: 20% chance to Stun for 3 turns. Gems can be sold for money or used in arcane rituals. |
15 ametrine 15 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light When used as a pommel gem: Talent on hit: 10% chance to cast Illuminate level 1. Gems can be sold for money or used in arcane rituals. |
17 citrine 17 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light When used as a pommel gem: +5% weapon speed. Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light When used as a pommel gem: On hit: 20% chance to Daze for 2 turns. Gems can be sold for money or used in arcane rituals. |
Yvusekira the Taintglory (43.5-60.9 power, 6 apr) Yvusekira the Taintglory (43.5-60.9 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Mind Mastery: Greatweapon Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Burst (radius 1) on hit: +16 fire When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +15 Defense: +15 (+4 eff.) Changes stats: +4 Cun Changes resistances penetration: +15% mind / +14% physical / +13% darkness / +10% nature Changes damage: +12% nature / +15% physical Grants telepathy: Humanoid/Orc Disarm immunity: +50% Mental crit. chance: +2% Sharp, long, and deadly. |
Muckburst (5 def, 29 armour) Muckburst (5 def, 29 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +29 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% Damage (Melee): 10 fire Damage (Ranged): 10 fire Changes resistances: +15% acid / +14% cold / +26% fire / +23% physical Changes resistances penetration: +20% mind Changes damage: +12% nature / +6% light Allows you to breathe in: water Mental save: +29 (+6 eff.) Life regen: +12.00 Stamina each turn: +2.40 Maximum life: +89.00 Mental crit. chance: +3% Healing mod.: +20% A suit of armour made of leather. |
Nimbusblow the elven-silk cloak (3 def, 0 armour) Nimbusblow the elven-silk cloak (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -7% Effects on melee hit: * 45% chance to daze Changes stats: +5 Dex / +14 Mag / +12 Wil / +6 Cun Changes resistances: +3% darkness Changes damage: +6% blight / +6% arcane / +9% lightning Critical mult.: +10.00% Spell save: +27 (+7 eff.) Maximum mana: +138.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mehs MehsPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 28 fire Changes resistances: +14% blight / +8% fire / +13% darkness Changes resistances penetration: +5% light / +13% all Critical mult.: +10.00% Mental save: +44 (+9 eff.) Psi when hit: +0.08 Spellpower: +6 (+1 eff.) Spell crit. chance: +4% Mindpower: +2 (+0 eff.) Light radius: +6 Infravision radius: +5 See stealth: +18 See invisible: +39 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 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 48 blight damage or heals 58 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
voratun ring 'Rainquencher' voratun ring 'Rainquencher'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +7 Mag / +8 Wil / +16 Cun Changes resistances: +17% blight / +12% fire / +34% light / +12% nature Changes resistances penetration: +20% fire Changes damage: +17% light / +17% blight Spellpower: +15 (+2 eff.) Mindpower: +15 (+3 eff.) Rings can have magical properties. |
Mountain :? Mountain :?Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Effects on melee hit: * 19% chance to cause random gloom Damage (Melee): 22 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 4 light Changes stats: +10 Dex / +4 Mag / +20 Cun / +1 Con Changes resistances: +13% physical Changes damage: +9% blight / +13% physical Mental save: +15 (+3 eff.) Confusion immunity: +50% Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Infravision radius: +2 See invisible: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Ward WardPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +17 Defense: +17 (+4 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 23 bleed Effects on ranged hit: * 19% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +4 Str / +10 Wil / +8 Cun Changes resistances: +28% acid / +30% fire / +30% lightning / +30% cold Mental save: +20 (+4 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +5.00 Maximum hate: +23.00 Light radius: +2 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Emarin the voratun ring Emarin the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Physical power: +13 (+2 eff.) Armour: +2 Damage when hit (Melee): 4 arcane Changes stats: +10 Dex / +8 Wil / +18 Cun Changes resistances: +40% darkness Changes resistances penetration: +15% blight Changes damage: +20% darkness Reduces incoming crit damage: 10.00% Disarm immunity: +25% Spellpower: +15 (+2 eff.) Mindpower: +28 (+6 eff.) Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
Yvuda YvudaPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +2 Defense: +16 (+4 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +8 Mag Changes damage: +12% physical Physical save: +16 (+3 eff.) Spell save: +20 (+5 eff.) Mental save: +28 (+6 eff.) Poison immunity: +5% Stun/Freeze immunity: +5% Teleport immunity: +15% Maximum life: +80.00 Spellpower: +17 (+3 eff.) Light radius: +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Airsmash the voratun ring Airsmash the voratun ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +8 Wil / +10 Cun / +10 Con Changes resistances: +36% nature / +6% temporal Changes resistances penetration: +15% mind Changes damage: +18% nature / +3% lightning Physical save: +20 (+4 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +50% Mindpower: +15 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +10 Rings can have magical properties. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Sir Cheatsmore the Superhuman Adventurer level 42
5th Regrowth 123rd year of Ascendancy at 00:39 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Sir Cheatsmore the Superhuman Adventurer level 23
55th Dusk 122nd year of Ascendancy at 20:53 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Sir Cheatsmore the Superhuman Adventurer level 41
1st Wintertide 123rd year of Ascendancy at 22:50 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Sir Cheatsmore the Superhuman Adventurer level 47
73rd Regrowth 123rd year of Ascendancy at 17:51 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Sir Cheatsmore the Superhuman Adventurer level 44
44th Regrowth 123rd year of Ascendancy at 02:16 see stats
Atamathoned! (Nightmare (Adventure) difficulty)
Killed the giant golem Atamathon after foolishly reactivating it.By Sir Cheatsmore the Superhuman Adventurer level 50
25th Haze 123rd year of Ascendancy at 09:13 see stats
Back and there again (Nightmare (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Sir Cheatsmore the Superhuman Adventurer level 50
57th Pyre 123rd year of Ascendancy at 23:26 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Sir Cheatsmore the Superhuman Adventurer level 44
33rd Regrowth 123rd year of Ascendancy at 22:48 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Sir Cheatsmore the Superhuman Adventurer level 19
53rd Dusk 122nd year of Ascendancy at 03:40 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Sir Cheatsmore the Superhuman Adventurer level 16
15th Dusk 122nd year of Ascendancy at 23:46 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Sir Cheatsmore the Superhuman Adventurer level 43
30th Regrowth 123rd year of Ascendancy at 03:45 see stats
Don't mind the slimy smell (Nightmare (Adventure) difficulty)
Have 400 walls on the sludgenest turn into hostile creatures.By Sir Cheatsmore the Superhuman Adventurer level 38
50th Haze 122nd year of Ascendancy at 17:33 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Sir Cheatsmore the Superhuman Adventurer level 38
50th Haze 122nd year of Ascendancy at 03:51 see stats
Evil denied (Nightmare (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Sir Cheatsmore the Superhuman Adventurer level 50
18th Regrowth 124th year of Ascendancy at 13:25 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Sir Cheatsmore the Superhuman Adventurer level 25
60th Dusk 122nd year of Ascendancy at 15:23 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sir Cheatsmore the Superhuman Adventurer level 38
80th Haze 122nd year of Ascendancy at 20:58 see stats
Fear of Fours (Nightmare (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Sir Cheatsmore the Superhuman Adventurer level 50
15th Regrowth 124th year of Ascendancy at 18:23 see stats
Flooder (Nightmare (Adventure) difficulty)
Defeated Ukllmswwik while doing his own quest.By Sir Cheatsmore the Superhuman Adventurer level 44
42nd Regrowth 123rd year of Ascendancy at 08:13 see stats
Got eggs? (Nightmare (Adventure) difficulty)
Finish the Pikataclysm event.By Sir Cheatsmore the Superhuman Adventurer level 25
60th Dusk 122nd year of Ascendancy at 16:01 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sir Cheatsmore the Superhuman Adventurer level 23
55th Dusk 122nd year of Ascendancy at 19:49 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Sir Cheatsmore the Superhuman Adventurer level 46
44th Regrowth 123rd year of Ascendancy at 02:22 see stats
In the company of slimes (Nightmare (Adventure) difficulty)
Have 500 walls on the sludgenest turn into hostile creatures.By Sir Cheatsmore the Superhuman Adventurer level 38
52nd Haze 122nd year of Ascendancy at 00:15 see stats
Invasion from the Depths (Nightmare (Adventure) difficulty)
Stopped a naga invasion by closing their portal.By Sir Cheatsmore the Superhuman Adventurer level 50
3rd Decay 123rd year of Ascendancy at 00:16 see stats
Kill Bill! (Nightmare (Adventure) difficulty)
Killed Bill in the Trollmire with a level one character.By Sir Cheatsmore the Superhuman Adventurer level 1
74th Pyre 122nd year of Ascendancy at 19:26 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Sir Cheatsmore the Superhuman Adventurer level 10
9th Mirth 122nd year of Ascendancy at 17:36 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Sir Cheatsmore the Superhuman Adventurer level 20
53rd Dusk 122nd year of Ascendancy at 10:28 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Sir Cheatsmore the Superhuman Adventurer level 30
79th Dusk 122nd year of Ascendancy at 04:05 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Sir Cheatsmore the Superhuman Adventurer level 40
9th Decay 122nd year of Ascendancy at 12:25 see stats
Level 50 (Nightmare (Adventure) difficulty)
Got a character to level 50.By Sir Cheatsmore the Superhuman Adventurer level 50
42nd Pyre 123rd year of Ascendancy at 10:59 see stats
Lucky Girl (Nightmare (Adventure) difficulty)
Saved Melinda again and invited her to the Fortress to cure her.By Sir Cheatsmore the Superhuman Adventurer level 50
25th Regrowth 124th year of Ascendancy at 04:05 see stats
Mad slime dash (Nightmare (Adventure) difficulty)
Have 300 walls on the sludgenest turn into hostile creatures.By Sir Cheatsmore the Superhuman Adventurer level 37
49th Haze 122nd year of Ascendancy at 12:10 see stats
Now, this is impressive! (Nightmare (Adventure) difficulty)
Killed Linaniil, the Supreme Archmage of Angolwen.By Sir Cheatsmore the Superhuman Adventurer level 50
33rd Regrowth 124th year of Ascendancy at 13:07 see stats
Oozemancer (Nightmare (Adventure) difficulty)
Destroyed the corrupted oozemancer.By Sir Cheatsmore the Superhuman Adventurer level 36
45th Haze 122nd year of Ascendancy at 09:25 see stats
Orcrist (Nightmare (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Sir Cheatsmore the Superhuman Adventurer level 50
9th Allure 124th year of Ascendancy at 19:38 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By Sir Cheatsmore the Superhuman Adventurer level 30
5th Haze 122nd year of Ascendancy at 09:46 see stats
Pest Control (Nightmare (Adventure) difficulty)
Killed 1000 reproducing vermin.By Sir Cheatsmore the Superhuman Adventurer level 37
47th Haze 122nd year of Ascendancy at 20:52 see stats
Race through fire (Nightmare (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Sir Cheatsmore the Superhuman Adventurer level 50
70th Haze 123rd year of Ascendancy at 01:41 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Sir Cheatsmore the Superhuman Adventurer level 18
48th Dusk 122nd year of Ascendancy at 12:02 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Sir Cheatsmore the Superhuman Adventurer level 29
63rd Dusk 122nd year of Ascendancy at 16:13 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Sir Cheatsmore the Superhuman Adventurer level 29
78th Dusk 122nd year of Ascendancy at 16:04 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Sir Cheatsmore the Superhuman Adventurer level 18
52nd Dusk 122nd year of Ascendancy at 17:53 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Sir Cheatsmore the Superhuman Adventurer level 43
30th Regrowth 123rd year of Ascendancy at 04:58 see stats
Slime killer party (Nightmare (Adventure) difficulty)
Have 200 walls on the sludgenest turn into hostile creatures.By Sir Cheatsmore the Superhuman Adventurer level 37
48th Haze 122nd year of Ascendancy at 07:51 see stats
Slimefest (Nightmare (Adventure) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By Sir Cheatsmore the Superhuman Adventurer level 37
47th Haze 122nd year of Ascendancy at 02:11 see stats
Tactical master (Nightmare (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Sir Cheatsmore the Superhuman Adventurer level 50
18th Regrowth 124th year of Ascendancy at 13:24 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Sir Cheatsmore the Superhuman Adventurer level 9
79th Pyre 122nd year of Ascendancy at 05:09 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Sir Cheatsmore the Superhuman Adventurer level 23
55th Dusk 122nd year of Ascendancy at 20:53 see stats
The Sun Still Shines (Nightmare (Adventure) difficulty)
Aeryn survived the last battle.By Sir Cheatsmore the Superhuman Adventurer level 50
18th Regrowth 124th year of Ascendancy at 13:25 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Sir Cheatsmore the Superhuman Adventurer level 30
5th Haze 122nd year of Ascendancy at 08:29 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Sir Cheatsmore the Superhuman Adventurer level 29
76th Dusk 122nd year of Ascendancy at 08:52 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Sir Cheatsmore the Superhuman Adventurer level 47
73rd Regrowth 123rd year of Ascendancy at 18:03 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Sir Cheatsmore the Superhuman Adventurer level 38
50th Haze 122nd year of Ascendancy at 03:51 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Sir Cheatsmore the Superhuman Adventurer level 28
62nd Dusk 122nd year of Ascendancy at 22:57 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Sir Cheatsmore the Superhuman Adventurer level 41
1st Wintertide 123rd year of Ascendancy at 13:20 see stats
Log
Saving game...
Saving done.
The merchant carefully hands you: Yvuda
Saving game...
The merchant carefully hands you: Airsmash the voratun ring
Saving done.
Sir Cheatsmore deactivates Shock Hands.
Sir Cheatsmore deactivates Roll With It.
Sir Cheatsmore deactivates Premonition.
Sir Cheatsmore deactivates Chant of Fortress.
Sir Cheatsmore deactivates Elemental Harmony.
Sir Cheatsmore deactivates Augmentation.
Sir Cheatsmore deactivates Weapon Folding.
Sir Cheatsmore deactivates Temporal Hounds.
Sir Cheatsmore deactivates Feather Wind.
Sir Cheatsmore deactivates Arcane Combat.
Sir Cheatsmore deactivates Quicken Spells.
Sir Cheatsmore deactivates Blood Vengeance.
Sir Cheatsmore deactivates Willful Tormenter.
Sir Cheatsmore deactivates Overkill.
Sir Cheatsmore deactivates Energy Decomposition.
Sir Cheatsmore deactivates Lacerating Strikes.
Sir Cheatsmore deactivates Inner Power.
Sir Cheatsmore deactivates Fiery Hands.
Sir Cheatsmore deactivates Ruin.
Sir Cheatsmore deactivates Crystalline Focus.
Sir Cheatsmore deactivates Battlesurge.
Sir Cheatsmore deactivates Arcane Feed.
Temporal hound deactivates Elemental Discord.
Temporal hound deactivates Elemental Discord.
