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. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Items Vault 1.3.0Donators/Buyers bonus! Arcanum Class Pack 1.3.0Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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): |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Prismatic Golem |
Class | Forge Knight |
Level / Exp | 21 / 59% |
Size | medium |
Lifes / Deaths | Killed by Sandworm Queen at level 16 on the 7th Haze 122nd year of Ascendancy at 08:14 0 / 5Killed by Atdom the thalore at level 17 on the 43rd Haze 122nd year of Ascendancy at 15:51 Killed by snow giant thunderer at level 20 on the 78th Haze 122nd year of Ascendancy at 11:30 Killed by snow giant thunderer at level 20 on the 78th Haze 122nd year of Ascendancy at 12:33 Killed by snow giant boulder thrower at level 20 on the 78th Haze 122nd year of Ascendancy at 13:57 |
Primary Stats
Strength | 60 (base 35) |
Dexterity | 50 (base 36) |
Constitution | 39 (base 34) |
Magic | 26 (base 10) |
Willpower | 19 (base 10) |
Cunning | 34 (base 10) |
Resources
Life | 13/736 |
Paradox | 300 |
Stamina | 5/206 |
Vim | 105/180 |
Healing Factor | 1.45 |
Regeneration | 10.811557890389 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +12.783646509903% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 1 |
Infravision | 6 |
Offense: Mainhand
Damage | 96 |
Accuracy | 54 |
Crit Chance | 34% |
APR | 16 |
Speed | 0.92 |
Offense: Spell
Spellpower | 23 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 24.95 |
Crit Chance | 17% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 47.19 (73.452380952381%) |
Defense | 30.25 |
Ranged Defense | 31.25 |
Fatigue | 17.023130715438 |
Physical Save | 33.2625 |
Spell Save | 16.625 |
Mental Save | 27.7125 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 28% |
Confusion Resistance | 6% |
Fear Resistance | 6% |
Poison Resistance | 100% |
Blind Resistance | 6% |
Disarm Resistance | 12% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Pinning Resistance | 7% |
Inscriptions (2/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Class Talents
Technique / Armor forging | 1.60 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Weapon forging | 1.60 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Forge powers | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Forgeknight combat expertise | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Forgeknight combat maneuvers | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Forger's endurance | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
detrimental effect | The target is on fire, taking 26.60 fire damage per turn. Burning |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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. | active |
You failed to protect the injured seer from death by rattlesnake. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You failed to protect the temporal explorer from death by degenerated skeleton warrior. Escort: temporal explorer (level 2 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 15. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed naga tongue. * You've found the needed pouch of luminous horror dust. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed length of troll intestine. | active |
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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | stealthy pair of rough leather boots of uncanny dodging (2 def, 1 armour) stealthy pair of rough leather boots of uncanny dodging (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +1% Changes stats: +5 Lck / +3 Dex Stealth bonus: +6 A pair of boots made of leather. |
Light source | 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 3 (based on Magic) detrimental mental effects, costing 40 power out of 22/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | forged dwarven-steel helm (3 def, 11 armour) forged dwarven-steel helm (3 def, 11 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+2 eff.) Fatigue: +4% Changes stats: +3 Cun / +4 Wil Changes resistances: +2% fire / +6% darkness / +2% light Changes damage: +9% light / +3% darkness Talent granted: +1 Wormhole Mental save: +10 (+5 eff.) Blindness immunity: +6% Confusion immunity: +6% Fear immunity: +6% Stamina each turn: +0.35 Maximum stamina: +23.00 Mindpower: +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crystal-imbued Gem | large geode large geode0.00 Encumbrance. Type: gem / stone ; tier 4 When wielded/worn: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% When used to imbue an object: Life regen: +2.00 Stamina each turn: +0.80 Mana each turn: +0.80 Psi each turn: +0.80 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
Tool | dwarven-steel pickaxe of wreckage (dig speed 25 turns) dwarven-steel pickaxe of wreckage (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +6 Changes stats: +4 Str When carried: Talent granted: +1 Dig It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | warrior's copper ring of perseverance warrior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +21% Life regen: +0.80 Rings can have magical properties. |
On fingers | psionicist's steel ring of lightning (+24%) psionicist's steel ring of lightning (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +24% lightning Changes damage: +12% lightning Mental save: +6 (+3 eff.) Rings can have magical properties. |
Around waist | hardened leather belt 'Glowwish' hardened leather belt 'Glowwish'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Defense: +13 (+6 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +6 Dex / +2 Wil / +5 Cun / +1 Con Changes resistances: +7% acid / +7% fire / +7% lightning / +7% cold Stealth bonus: +6 Mental crit. chance: +7% A belt that goes around your waist. |
In main hand | reforged Xelrawe the steel greatsword (39.1-62.56 power, 10 apr) reforged Xelrawe the steel greatsword (39.1-62.56 power, 10 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 39.1 - 62.6 Uses stat: 132% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +20 Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 109% When this weapon hits: Lightning Breath (10% chance level 3). On weapon crit: * wounds the target reducing their healing Damage (Melee): +12 acid / +24 temporal / +13 cold / +14 nature / +13 mind When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+4 eff.) Changes resistances: +6% acid / +3% temporal Changes resistances penetration: +10% acid Changes damage: +8% cold Talent granted: +2 Bone Grab It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed swords. |
On hands | sand rough leather gloves of dexterity (+3) (0 def, 6 armour) sand rough leather gloves of dexterity (+3) (0 def, 6 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +6 Damage (Melee): 6 physical Changes stats: +3 Dex Changes damage: +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | forged spiked steel mail armour of lightning resistance (4.5 def, 15 armour) forged spiked steel mail armour of lightning resistance (4.5 def, 15 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +15 Defense: +4 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 13 physical Changes resistances: +20% lightning / +3% nature Talent cooldown: True Grit (-3 turns) Talent granted: +4 Rush Physical save: +11 (+6 eff.) Cut immunity: +7% Pinning immunity: +7% Stun/Freeze immunity: +7% Life regen: +1.20 Maximum life: +65.00 A suit of armour made of mail. |
Cloak | Stormviper (2 def, 0 armour) Stormviper (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 lightning Changes resistances: +6% acid / +6% lightning Changes resistances penetration: +5% lightning Changes damage: +6% acid Maximum life: +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | steel amulet of constitution (+2) steel amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Con Amulets can have magical properties. |
Inventory
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.) |
restful copper amulet of willpower (+2) restful copper amulet of willpower (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Wil Life regen: +0.90 Amulets can have magical properties. |
Grineragaleg GrineragalegCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Wil Disarm immunity: +20% Pinning immunity: +20% Knockback immunity: +24% Maximum life: +20.00 Rings can have magical properties. |
copper ring of blight (+11%) copper ring of blight (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% blight Changes damage: +11% blight Rings can have magical properties. |
copper ring of nature (+20%) copper ring of nature (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% nature Changes damage: +10% nature Rings can have magical properties. |
marksman's copper ring of nature (+22%) marksman's copper ring of nature (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +22% nature Changes damage: +11% nature Rings can have magical properties. |
psionicist's copper ring of darkness (+22%) psionicist's copper ring of darkness (+22%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% darkness Changes damage: +11% darkness Mental save: +4 (+2 eff.) Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
forged dwarven-steel battleaxe (49.6-74.4 power, 10 apr) forged dwarven-steel battleaxe (49.6-74.4 power, 10 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 49.6 - 74.4 Uses stat: 133% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +20 Armour Penetration: +10 Physical crit. chance: +10.5% Attack speed: 109% When this weapon hits: Greater Weapon Focus (10% chance level 3). Damage (Melee): +13 fire / +9 mind / +13 arcane Burst (radius 1) on hit: +14 fire When wielded/worn: Changes damage: +10% light / +10% darkness Talent granted: +1 Pulverizing Auger It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. |
forged steel battleaxe (36.1-54.15 power, 10 apr) forged steel battleaxe (36.1-54.15 power, 10 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 36.1 - 54.2 Uses stat: 133% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +20 Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 109% When this weapon hits: Mind Blast (15% chance level 4). On weapon crit: * cripple the target Damage (Melee): +17 insidious poison / +13 lightning When wielded/worn: Physical crit. chance: +9.0% Changes damage: +10% nature Talent granted: +5 Pulverizing Auger Massive two-handed battleaxes. |
reforged Whirlwind (22.1-33.15 power, 9 apr) reforged Whirlwind (22.1-33.15 power, 9 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 22.1 - 33.2 Uses stat: 131% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +20 Armour Penetration: +9 Physical crit. chance: +9.0% Attack speed: 109% Damage (Melee): +5 lightning / +10 cold When wielded/worn: Changes damage: +8% physical Massive two-handed battleaxes. |
forged balanced steel dagger of erosion (17.2-22.36 power, 14 apr) forged balanced steel dagger of erosion (17.2-22.36 power, 14 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 17.2 - 22.4 Uses stats: 51% Str, 51% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +20 Armour Penetration: +14 Physical crit. chance: +9.0% Attack speed: 109% When this weapon hits: Mind Blast (15% chance level 2). Damage (Melee): +7 temporal / +4 nature / +7 cold When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+2 eff.) Changes damage: +6% light Talent granted: +1 Bone Grab Disarm immunity: +19% Sharp, short and deadly. |
forged dwarven-steel dagger (27.7-36.01 power, 16 apr) forged dwarven-steel dagger (27.7-36.01 power, 16 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 27.7 - 36.0 Uses stats: 51% Str, 51% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +24 Armour Penetration: +16 Physical crit. chance: +10.0% Attack speed: 110% When this weapon hits: Stun (15% chance level 1). On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning / +8 nature / +8 light When wielded/worn: Changes damage: +6% light / +6% blight Talent granted: +3 Flameshock Sharp, short and deadly. |
forged iron dagger (13.7-17.81 power, 13 apr) forged iron dagger (13.7-17.81 power, 13 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 13.7 - 17.8 Uses stats: 51% Str, 51% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +20 Armour Penetration: +13 Physical crit. chance: +8.0% Attack speed: 109% When this weapon hits: Blinding Spores (15% chance level 1). Damage (Melee): +7 nature / +4 cold When wielded/worn: Changes damage: +5% fire Talent granted: +1 Ruin Sharp, short and deadly. |
forged iron dagger (15.2-19.76 power, 13 apr) forged iron dagger (15.2-19.76 power, 13 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 15.2 - 19.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +20 Armour Penetration: +13 Physical crit. chance: +8.0% Attack speed: 109% Damage (Melee): +6 lightning When wielded/worn: Changes resistances: +7% acid / +7% fire / +6% lightning / +6% cold Changes damage: +5% lightning Talent granted: +1 Blindside Spell save: +5 (+4 eff.) Sharp, short and deadly. |
forged steel dagger (15.7-20.41 power, 15 apr) forged steel dagger (15.7-20.41 power, 15 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 15.7 - 20.4 Uses stats: 51% Dex, 51% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +24 Armour Penetration: +15 Physical crit. chance: +9.0% Attack speed: 110% When this weapon hits: Curse of Defenselessness (15% chance level 1). Damage (Melee): +8 cold / +8 temporal / +12 darkness / +6 nature When wielded/worn: Changes resistances penetration: +10% light Changes damage: +3% darkness / +6% nature Sharp, short and deadly. |
forged steel dagger (16.2-21.06 power, 14 apr) forged steel dagger (16.2-21.06 power, 14 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 16.2 - 21.1 Uses stats: 51% Str, 51% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +20 Armour Penetration: +14 Physical crit. chance: +9.0% Attack speed: 109% When this weapon hits: Distortion Wave (15% chance level 2). Damage (Melee): +16 insidious poison / +7 cold When wielded/worn: Changes damage: +6% physical Sharp, short and deadly. |
forged steel dagger (15.2-19.76 power, 15 apr) forged steel dagger (15.2-19.76 power, 15 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 15.2 - 19.8 Uses stats: 51% Str, 51% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +24 Armour Penetration: +15 Physical crit. chance: +9.0% Attack speed: 110% When this weapon hits: Poison Breath (10% chance level 1). Damage (Melee): +8 nature When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +1 Dex Changes damage: +6% fire Talent granted: +1 Bone Grab Sharp, short and deadly. |
forged steel dagger (16.2-21.06 power, 14 apr) forged steel dagger (16.2-21.06 power, 14 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 16.2 - 21.1 Uses stats: 51% Str, 51% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +20 Armour Penetration: +14 Physical crit. chance: +9.0% Attack speed: 109% Damage (Melee): +7 lightning / +6 mind / +5 darkness Damage against: +6% Living When wielded/worn: Changes damage: +5% light Talent granted: +1 Flameshock It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
reforged Spelldrinker (35-45.5 power, 17 apr) reforged Spelldrinker (35-45.5 power, 17 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 35.0 - 45.5 Uses stats: 50% Str, 10% Mag, 60% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +24 Armour Penetration: +17 Physical crit. chance: +13.0% Attack speed: 110% When this weapon hits: Tidal Wave (10% chance level 1). When this weapon hits: Disperse Magic (15% chance level 1). Damage (Melee): +9 lightning / +9 light When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Changes damage: +6% light / +6% acid Talent granted: +5 Pulverizing Auger Spell save: +12 (+8 eff.) Sharp, short and deadly. |
reforged Umbral Razor (30.7-39.91 power, 18 apr) reforged Umbral Razor (30.7-39.91 power, 18 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 30.7 - 39.9 Uses stats: 49% Dex, 14% Mag, 49% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Accuracy: +20 Armour Penetration: +18 Physical crit. chance: +13.0% Attack speed: 109% When this weapon hits: Healing Light (15% chance level 1). Damage (Melee): +7 fire When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness / +6% light Talent granted: +1 Deadly Strikes Stealth bonus: +10 Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 118% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
forged dwarven-steel greatmaul (61.6-92.4 power, 11 apr) forged dwarven-steel greatmaul (61.6-92.4 power, 11 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: 61.6 - 92.4 Uses stat: 133% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +24 Armour Penetration: +11 Physical crit. chance: +5.5% Attack speed: 110% When this weapon hits: Chain Lightning (10% chance level 3). Damage (Melee): +14 lightning / +14 physical When wielded/worn: Accuracy: +12 (+4 eff.) Defense: +15 (+8 eff.) Ranged Defense: +2 (+1 eff.) Changes damage: +10% lightning / +10% mind Disarm immunity: +46% Knockback immunity: +5% Light radius: +3 Massive two-handed mauls. |
forged steel greatmaul (45.1-67.65 power, 11 apr) forged steel greatmaul (45.1-67.65 power, 11 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 45.1 - 67.7 Uses stat: 133% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +24 Armour Penetration: +11 Physical crit. chance: +5.0% Attack speed: 110% When this weapon hits: Disarm (15% chance level 3). Damage (Melee): +14 fire When wielded/worn: Accuracy: +7 (+2 eff.) Changes stats: +2 Dex Changes damage: +10% cold Talent granted: +2 Flameshock Massive two-handed mauls. |
reforged Telekinetic Sledge (61-91.5 power, 29 apr) reforged Telekinetic Sledge (61-91.5 power, 29 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 61.0 - 91.5 Uses stat: 135% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +24 Armour Penetration: +29 Physical crit. chance: +8.0% Attack speed: 110% When this weapon hits: Mind Blast (15% chance level 4). Damage (Melee): +15 lightning When wielded/worn: Changes damage: +10% nature Talent granted: +3 Ruin Massive two-handed mauls. |
forged acidic dwarven-steel greatsword of massacre (71.6-114.56 power, 11 apr) forged acidic dwarven-steel greatsword of massacre (71.6-114.56 power, 11 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 71.6 - 114.6 Uses stat: 134% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +24 Armour Penetration: +11 Physical crit. chance: +7.5% Attack speed: 110% When this weapon hits: Flame (15% chance level 5). On weapon crit: * splashes the target with acid Damage (Melee): +7 acid / +14 physical / +14 lightning When wielded/worn: Changes damage: +10% arcane / +10% physical Talent granted: +2 Deadly Strikes Massive two-handed swords. |
forged acidic iron greatsword of massacre (42.6-68.16 power, 9 apr) forged acidic iron greatsword of massacre (42.6-68.16 power, 9 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 42.6 - 68.2 Uses stat: 133% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +20 Armour Penetration: +9 Physical crit. chance: +6.5% Attack speed: 109% When this weapon hits: Disperse Magic (10% chance level 3). On weapon crit: * splashes the target with acid Damage (Melee): +7 acid / +13 cold When wielded/worn: Changes damage: +10% cold Talent granted: +3 Bone Grab Massive two-handed swords. |
forged insidious steel greatsword of massacre (46.6-74.56 power, 11 apr) forged insidious steel greatsword of massacre (46.6-74.56 power, 11 apr)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 46.6 - 74.6 Uses stat: 133% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +24 Armour Penetration: +11 Physical crit. chance: +7.0% Attack speed: 110% Damage (Melee): +26 insidious poison / +14 fire When wielded/worn: Changes damage: +10% physical Talent granted: +2 Flameshock Massive two-handed swords. |
forged iron greatsword (29.6-47.36 power, 9 apr) forged iron greatsword (29.6-47.36 power, 9 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 29.6 - 47.4 Uses stat: 133% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +20 Armour Penetration: +9 Physical crit. chance: +6.5% Attack speed: 109% Damage (Melee): +13 cold When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +7 (+4 eff.) Changes damage: +10% cold Talent granted: +1 Blindside Disarm immunity: +31% Massive two-handed swords. |
forged dwarven-steel longsword (34-47.6 power, 13 apr) forged dwarven-steel longsword (34-47.6 power, 13 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 34.0 - 47.6 Uses stat: 115% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +24 Armour Penetration: +13 Physical crit. chance: +7.5% Attack speed: 110% Damage (Melee): +22 insidious poison / +9 temporal / +11 cold / +7 nature / +11 physical When wielded/worn: Changes damage: +7% arcane / +7% cold Talent granted: +2 Pulverizing Auger Sharp, long, and deadly. |
forged dwarven-steel longsword (32.5-45.5 power, 13 apr) forged dwarven-steel longsword (32.5-45.5 power, 13 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 32.5 - 45.5 Uses stat: 115% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +24 Armour Penetration: +13 Physical crit. chance: +7.5% Attack speed: 110% When this weapon hits: Realign (15% chance level 2). Damage (Melee): +11 nature / +11 darkness When wielded/worn: Changes damage: +7% nature / +7% arcane Talent granted: +2 Pulverizing Auger Sharp, long, and deadly. |
forged dwarven-steel longsword (34-47.6 power, 13 apr) forged dwarven-steel longsword (34-47.6 power, 13 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 34.0 - 47.6 Uses stat: 113% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +24 Armour Penetration: +13 Physical crit. chance: +7.5% Attack speed: 110% When this weapon hits: Curse of Defenselessness (15% chance level 2). Damage (Melee): +10 cold / +8 light / +10 arcane Damage against: +10% Undead When wielded/worn: Changes damage: +7% mind / +7% fire Sharp, long, and deadly. |
forged steel longsword (23-32.2 power, 12 apr) forged steel longsword (23-32.2 power, 12 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 23.0 - 32.2 Uses stat: 113% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +24 Armour Penetration: +12 Physical crit. chance: +7.0% Attack speed: 110% When this weapon hits: Disarm (15% chance level 2). On weapon hit: * Slows global speed by 6% * leeches stamina from the target Damage (Melee): +10 cold When wielded/worn: Accuracy: +5 (+2 eff.) Damage when hit (Melee): 7 nature slow Changes stats: +3 Dex Changes damage: +7% physical Sharp, long, and deadly. |
forged steel longsword (24-33.6 power, 12 apr) forged steel longsword (24-33.6 power, 12 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 24.0 - 33.6 Uses stat: 114% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +24 Armour Penetration: +12 Physical crit. chance: +7.0% Attack speed: 110% When this weapon hits: Lightning (15% chance level 4). Damage (Melee): +11 insidious poison / +10 lightning When wielded/worn: Changes damage: +7% light Talent granted: +4 Ruin Sharp, long, and deadly. |
forged steel longsword (25.5-35.7 power, 11 apr) forged steel longsword (25.5-35.7 power, 11 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 25.5 - 35.7 Uses stat: 113% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +20 Armour Penetration: +11 Physical crit. chance: +7.0% Attack speed: 109% When this weapon hits: Bleeding Edge (10% chance level 2). On weapon crit: * splashes the target with acid Damage (Melee): +5 acid / +9 fire When wielded/worn: Changes damage: +7% fire Talent granted: +4 Flameshock Sharp, long, and deadly. |
forged steel longsword (23.5-32.9 power, 11 apr) forged steel longsword (23.5-32.9 power, 11 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 23.5 - 32.9 Uses stat: 113% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy: +20 Armour Penetration: +11 Physical crit. chance: +7.0% Attack speed: 109% When this weapon hits: Mind Blast (15% chance level 3). Damage (Melee): +16 cold When wielded/worn: Changes damage: +7% physical Talent granted: +3 Flameshock Sharp, long, and deadly. |
forged dwarven-steel mace (41.5-58.1 power, 13 apr) forged dwarven-steel mace (41.5-58.1 power, 13 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 41.5 - 58.1 Uses stat: 115% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +24 Armour Penetration: +13 Physical crit. chance: +5.5% Attack speed: 110% When this weapon hits: Stun (15% chance level 2). On weapon crit: * splashes the target with acid Damage (Melee): +8 acid / +11 light / +11 lightning When wielded/worn: Changes stats: +2 Cun Changes damage: +10% darkness / +7% fire Grants telepathy: Demon/Minor Demon/Major Talent granted: +5 Pulverizing Auger Mindpower: +2 (+1 eff.) Blunt and deadly. |
forged steel mace (20-28 power, 11 apr) forged steel mace (20-28 power, 11 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 20.0 - 28.0 Uses stat: 112% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Accuracy: +20 Armour Penetration: +11 Physical crit. chance: +5.0% Attack speed: 109% When this weapon hits: Perfect Strike (15% chance level 2). When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 8% chance to disease On weapon crit: * cripple the target Damage (Melee): +6 blight / +9 lightning When wielded/worn: Physical crit. chance: +8.0% Changes damage: +6% lightning Talent granted: +1 Blindside Disease immunity: +13% Blunt and deadly. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 215.96 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Penitence (15-18 power, 4 apr, physical element) Penitence (15-18 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 120% Mag Damage type: Nature Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight Damage affinity(heal): +20% nature Spellpower: +15 (+8 eff.) Spell crit. chance: +10% It can be used to cure up to 3 diseases or poisons (based on Magic), costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. |
forged dwarven-steel waraxe (30.5-42.7 power, 13 apr) forged dwarven-steel waraxe (30.5-42.7 power, 13 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 30.5 - 42.7 Uses stat: 114% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +24 Armour Penetration: +13 Physical crit. chance: +8.5% Attack speed: 110% When this weapon hits: Perfect Strike (15% chance level 2). Damage (Melee): +10 cold / +8 mind / +10 darkness Burst (radius 1) on hit: +4 darkness When wielded/worn: Changes stats: +4 Cun / +1 Con Changes damage: +7% nature / +7% darkness Talent granted: +1 Blindside It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. One-handed war axes. |
forged flaming steel waraxe of paradox (22-30.8 power, 12 apr) forged flaming steel waraxe of paradox (22-30.8 power, 12 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 22.0 - 30.8 Uses stat: 113% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +24 Armour Penetration: +12 Physical crit. chance: +8.0% Attack speed: 110% When this weapon hits: Realign (15% chance level 2). Damage (Melee): +10 nature / +6 temporal Burst (radius 1) on hit: +7 fire When wielded/worn: Damage when hit (Melee): 7 temporal Changes resistances: +6% temporal Changes damage: +7% lightning One-handed war axes. |
forged steel waraxe (22.5-31.5 power, 11 apr) forged steel waraxe (22.5-31.5 power, 11 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 22.5 - 31.5 Uses stat: 113% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Accuracy: +20 Armour Penetration: +11 Physical crit. chance: +8.0% Attack speed: 109% When this weapon hits: Disarm (15% chance level 2). On weapon crit: * cripple the target Damage (Melee): +9 nature When wielded/worn: Physical crit. chance: +5.0% Changes damage: +7% lightning Talent granted: +1 Pulverizing Auger One-handed war axes. |
forged thought-forged steel waraxe of paradox (23.5-32.9 power, 11 apr) forged thought-forged steel waraxe of paradox (23.5-32.9 power, 11 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 23.5 - 32.9 Uses stat: 113% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Accuracy: +20 Armour Penetration: +11 Physical crit. chance: +8.0% Attack speed: 109% On weapon hit: * 12% chance to cause random gloom Damage (Melee): +5 mind / +9 nature / +5 temporal When wielded/worn: Damage when hit (Melee): 5 temporal Changes stats: +2 Cun / +1 Wil Changes resistances: +9% temporal Changes damage: +7% physical Talent granted: +1 Blindside One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
blurring rough leather belt blurring rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+4 eff.) Stealth bonus: +6 A belt that goes around your waist. |
cashmere cloak 'Charobeisance' (9 def, 0 armour) cashmere cloak 'Charobeisance' (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+4 eff.) Damage when hit (Melee): 16 fire Changes damage: +3% temporal / +6% fire Physical save: +8 (+4 eff.) 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 (7 def, 0 armour) enveloping linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the Shaloren (2 def, 7 armour) thick cashmere cloak of the Shaloren (2 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+1 eff.) Changes stats: +1 Mag / +2 Wil Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 (+6 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 (+2 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
blighted rough leather gloves of magic (+3) (0 def, 1 armour) blighted rough leather gloves of magic (+3) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 blight Changes stats: +3 Mag Changes resistances: +6% blight Changes damage: +4% arcane / +3% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
forged iron helm (2 def, 9 armour) forged iron helm (2 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +5% Changes stats: +2 Dex Changes resistances: +2% lightning Physical save: +11 (+6 eff.) Mental save: +9 (+4 eff.) Blindness immunity: +6% Confusion immunity: +6% Fear immunity: +6% Stamina each turn: +0.35 Maximum stamina: +22.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
forged iron helm (3 def, 10.5 armour) forged iron helm (3 def, 10.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +10 Defense: +3 (+2 eff.) Fatigue: +5% Changes resistances: +2% lightning Mental save: +10 (+5 eff.) Blindness immunity: +6% Confusion immunity: +6% Fear immunity: +6% Stamina each turn: +0.35 Maximum stamina: +23.00 Infravision radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
forged iron helm (3 def, 10.5 armour) forged iron helm (3 def, 10.5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +10 Defense: +3 (+2 eff.) Fatigue: +5% Changes stats: +3 Con Changes resistances: +3% fire Mental save: +10 (+5 eff.) Blindness immunity: +7% Confusion immunity: +7% Fear immunity: +7% Stamina each turn: +0.40 Maximum stamina: +24.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
forged iron helm (3 def, 9.5 armour) forged iron helm (3 def, 9.5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +10 Defense: +3 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 5 physical Changes stats: +2 Str / +3 Dex / +3 Cun Changes resistances: +2% nature Talent mastery: +0.10 Wild-gift / Call of the wild Talent granted: +2 Disperse Magic Mental save: +9 (+4 eff.) Blindness immunity: +6% Confusion immunity: +6% Fear immunity: +6% Stamina each turn: +0.35 Maximum stamina: +23.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's rough leather cap of dexterity (+2) (0 def, 3 armour) miner's rough leather cap of dexterity (+2) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Dex Infravision radius: +1 A cap made of leather. |
shielding linen wizard hat of nature (+15%) (1 def, 0 armour) shielding linen wizard hat of nature (+15%) (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Mag Changes resistances: +15% nature Changes damage: +10% nature Spell save: +6 (+5 eff.) A pointy cloth hat, very wizardly... |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+11 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
forged dwarven-steel plate armour (6.5 def, 23 armour) forged dwarven-steel plate armour (6.5 def, 23 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +23 Defense: +6 (+3 eff.) Fatigue: +24% Changes stats: +2 Str / +2 Con Changes resistances: +7% acid / +7% physical / +7% lightning / +6% fire / +3% arcane / +10% cold Talent cooldown: Rush (-5 turns) Talents granted: +1 Power Catalyst: Magic +5 Frozen Ground Physical save: +11 (+6 eff.) Cut immunity: +7% Disarm immunity: +25% Pinning immunity: +7% Stun/Freeze immunity: +29% Knockback immunity: +26% Life regen: +1.20 Maximum life: +69.00 A suit of armour made of metal plates. |
forged icy dwarven-steel shield of physical resistance (+12%) (9 def, 8 armour, 45.5-54.6 power, 85 block) forged icy dwarven-steel shield of physical resistance (+12%) (9 def, 8 armour, 45.5-54.6 power, 85 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 45.5 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +85 Damage (Melee): +12 cold When wielded/worn: Armour: +8 Defense: +9 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 6 cold Damage when hit (Melee): 12 ice Changes resistances: +12% physical / +3% light / +3% cold Talent cooldown: Heave (-2 turns) Talents granted: +4 Barrier +3 Block Spell save: +10 (+7 eff.) Disarm immunity: +7% Knockback immunity: +7% Handheld deflection devices. |
forged steel shield (7.5 def, 9 armour, 22-26.4 power, 47 block) forged steel shield (7.5 def, 9 armour, 22-26.4 power, 47 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 22.0 - 26.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +47 Damage against: +10% Spiderkin When wielded/worn: Armour: +9 Defense: +8 (+4 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances: +3% nature / +18% fire Talent cooldown: Forge Shield (-2 turns) Talents granted: +4 Arcane Shield +2 Block Spell save: +11 (+7 eff.) Silence immunity: +5% Disarm immunity: +7% Knockback immunity: +17% Only die when reaching: -40.00 life Maximum stamina: +15.00 Handheld deflection devices. |
forged steel shield (7.5 def, 13 armour, 26-31.2 power, 72 block) forged steel shield (7.5 def, 13 armour, 26-31.2 power, 72 block)Requires: - Strength 16 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 26.0 - 31.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +72 When wielded/worn: Armour: +13 Defense: +8 (+4 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances: +3% fire Talent cooldown: True Grit (-3 turns) Talents granted: +3 Illuminate +2 Block Spell save: +10 (+7 eff.) Disarm immunity: +7% Knockback immunity: +7% Maximum life: +45.00 Handheld deflection devices. |
8 hematite 8 hematite0.00 Encumbrance. Type: gem / black ; tier 2 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
7 nuummite 7 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Gems can be sold for money or used in arcane rituals. |
2 agate 2 agate0.00 Encumbrance. Type: gem / blue ; 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 Gems can be sold for money or used in arcane rituals. |
59 alchemist agate 59 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
10 aquamarine 10 aquamarine0.00 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 Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: 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 Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Yvuvena' (dig speed 37 turns) iron pickaxe 'Yvuvena' (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str Changes resistances: +6% temporal Spell save: +3 (+3 eff.) Stamina each turn: +0.20 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
12 malachite 12 malachite0.00 Encumbrance. Type: gem / green ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Gems can be sold for money or used in arcane rituals. |
5 verdite 5 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Gems can be sold for money or used in arcane rituals. |
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 (68 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Festeroath' alchemist's lamp 'Festeroath'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Con Changes resistances: +6% blight / +6% mind Changes resistances penetration: +5% mind Changes damage: +12% nature Life regen: +1.60 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Pocket-sized Forge Pocket-sized Forge25.00 Encumbrance. [Plot Item] Type: misc / misc When carried: Talent masteries: +0.10 Technique / Armor forging +0.10 Technique / Weapon forging Astonishingly, this miniature version of a forge is very heavy and hot. It radiates enough heat to melt any known metal and provides access to the power of The Forge, which Binds. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It is part of a set of items. When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) It can be used to combine with a weapon (makes a non enchanted into an artifact) , costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 carnelian 2 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
geode geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
3 small geode 3 small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
3 tiny geode 3 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Gems can be sold for money or used in arcane rituals. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
elven-wood totem of cleansing 'Zanidur' [power 3] (20/20 cooldown) elven-wood totem of cleansing 'Zanidur' [power 3] (20/20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +1 Wil Critical mult.: +5.00% Spell save: +6 (+5 eff.) Stamina when hit: +1.20 Mana when firing critical spell: +2.00 Maximum mana: +20.00 It can be used to remove magical effects from the target (up to 3), putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Gems can be sold for money or used in arcane rituals. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.00 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% Gems can be sold for money or used in arcane rituals. |
tiger's eye tiger's eye0.00 Encumbrance. Type: gem / yellow ; 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% Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / yellow ; 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% Gems can be sold for money or used in arcane rituals. |
Achievements
By Op as ****? the Prismatic Golem Forge Knight level 19
70th Haze 122nd year of Ascendancy at 21:50 see stats
By Op as ****? the Prismatic Golem Forge Knight level 13
46th Dusk 122nd year of Ascendancy at 14:45 see stats
By Op as ****? the Prismatic Golem Forge Knight level 17
65th Haze 122nd year of Ascendancy at 14:22 see stats
By Op as ****? the Prismatic Golem Forge Knight level 19
70th Haze 122nd year of Ascendancy at 18:16 see stats
By Op as ****? the Prismatic Golem Forge Knight level 10
2nd Flare 122nd year of Ascendancy at 15:13 see stats
By Op as ****? the Prismatic Golem Forge Knight level 20
77th Haze 122nd year of Ascendancy at 17:58 see stats
By Op as ****? the Prismatic Golem Forge Knight level 4
77th Pyre 122nd year of Ascendancy at 19:20 see stats
By Op as ****? the Prismatic Golem Forge Knight level 13
56th Dusk 122nd year of Ascendancy at 19:44 see stats
By Op as ****? the Prismatic Golem Forge Knight level 7
3rd Mirth 122nd year of Ascendancy at 23:09 see stats
By Op as ****? the Prismatic Golem Forge Knight level 19
70th Haze 122nd year of Ascendancy at 21:50 see stats
By Op as ****? the Prismatic Golem Forge Knight level 7
5th Mirth 122nd year of Ascendancy at 06:36 see stats
By Op as ****? the Prismatic Golem Forge Knight level 17
43rd Haze 122nd year of Ascendancy at 18:36 see stats
Log
Op as ****? recovers sight.
Op as ****? aims less carefully.
Burning from Fire drake hits Op as ****? for 15 fire damage.
Op as ****? uses Infernal Impact.
Op as ****? performs a melee critical strike against Fire drake hatchling!
Op as ****? hits Fire drake hatchling for 81 light, 0 fire (81 total damage).
Op as ****? hits Fire drake hatchling for 402 physical damage.
Fire drake hatchling hits Op as ****? for 3 fire damage.
Op as ****? killed Fire drake hatchling!
Op as ****? is no longer illuminated.
Op as ****? stops burning.
Fire drake is no longer illuminated.
Fire drake hatchling is no longer illuminated.
Fire drake hatchling is no longer illuminated.
Varsha the Writhing breathes fire!
Op as ****? is on fire!
Fire drake hatchling is on fire!
Fire drake hatchling is on fire!
Varsha the Writhing hits Fire drake hatchling for 0 fire damage.
Varsha the Writhing hits Op as ****? for 160 fire damage.
Varsha the Writhing hits Fire drake hatchling for 0 fire damage.
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Op as ****? stops burning.