Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Items Vault 1.3.0Donators/Buyers bonus! Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Superhuman |
Class | Adventurer |
Level / Exp | 45 / 88% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 105 (base 12) |
Dexterity | 55 (base 36) |
Constitution | 107 (base 60) |
Magic | 56 (base 39) |
Willpower | 41 (base 14) |
Cunning | 76 (base 60) |
Resources
Life | 2796/2796 |
Mana | 364/364 |
Stamina | 266/266 |
Positive | 0/152 |
Healing Factor | 1.3 |
Regeneration | 16.523848496156 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +200% |
Vision
Sight | 10 |
Lite | 2 |
See Stealth | 15.481160111327 |
See Invisible | 15.481160111327 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
Damage | 176 |
Accuracy | 55 |
Crit Chance | 68% |
APR | 17 |
Speed | 0.90 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 46.333333333333 |
Crit Chance | 51% |
Speed | 1 |
Offense: Mind
Mindpower | 46.7 |
Crit Chance | 42% |
Speed | 1 |
Offense: Damage Bonus
All | +7% |
Defense: Base
Armour (hardiness) | 27 (50%) |
Defense | 44.038442649655 |
Ranged Defense | 44.038442649655 |
Fatigue | 0 |
Physical Save | 51.058333333333 |
Spell Save | 49.308333333333 |
Mental Save | 46.975 |
Defense: Resistances
All | + 29%( 86%) |
Defense: Immunities
Stun Resistance | 50% |
Confusion Resistance | 100% |
Blind Resistance | 90% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: TeleportationUse 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 teleport randomly in a range of 136 with a minimum range of 15. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 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 15 for 12 turns. While Heroism is active, you will only die when reaching -853 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 821% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Tactical | 1.50 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Cunning / Stealth | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.00 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Spell / Enhancement | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Battle tactics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Bloodthirst | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Technique / Buckler Training | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Celestial / Radiance | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Unarmed training | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Inner Power |
talent | Fiery Hands |
talent | Searing Sight |
talent | Shock Hands |
talent | True Grit |
talent | Lacerating Strikes |
talent | Chant of Resistance |
beneficial effect | The target is hunting creatures of type / sub-type: humanoid / human with 100% effectiveness. Kills: 65 / 121 kills, Damage: +15% / +34%, Attack: +2 / +5, Stun: -- / 3.1%, Outmaneuver: 5.7% / 14.6% Predator |
beneficial effect | The target is mimicking a previous victim. (+5 Strength, +4 Dexterity, +0 Magic, +1 Willpower, +1 Cunning, +1 Constitution) Mimic |
beneficial effect | Countering melee attacks: Has a 21% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
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 grave | active |
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 successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by orc necromancer. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 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: 269. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You 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! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You 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 within | active |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. This item has been sent to the Item's Vault. |
Light source | Summertide Phial Summertide PhialRequires: - Level 15 Infused 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 (97 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. This item has been sent to the Item's Vault. |
On head | hardened leather cap 'Emelariana' (0 def, 3 armour) hardened leather cap 'Emelariana' (0 def, 3 armour)Requires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +5.0% Armour: +3 Fatigue: -1% Damage when hit (Melee): 8 acid / 12 physical Changes stats: +7 Lck Changes resistances: +10% acid / +8% temporal / +10% cold / +11% fire / +5% arcane / +16% lightning Spell crit. chance: +5% Mental crit. chance: +4% A cap made of leather. This item has been sent to the Item's Vault. |
On hands | Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Cun, 40% Dex, 140% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. 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 340.96 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%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Tool | Eye of the Dreaming One Eye of the Dreaming OneRequires: - Level 15 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. This item has been sent to the Item's Vault. |
On fingers | Elenublek the steel ring Elenublek the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -2% Changes stats: +5 Con Changes resistances: +24% cold Changes damage: +12% cold Physical save: +9 (+3 eff.) Spell save: +24 (+8 eff.) Only die when reaching: -40.00 life Maximum stamina: +21.00 Rings can have magical properties. |
On fingers | Elusetha the Unlightwend =hm or= Elusetha the Unlightwend =hm or=Requires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Effects on melee hit: * 40% chance to inflict damage reduction Changes resistances: +9% nature / +9% acid Changes damage: +7% all Spell save: +20 (+7 eff.) Stun/Freeze immunity: +50% Life regen: +2.50 Maximum life: +81.00 Spellpower: +16 (+5 eff.) Mindpower: +16 (+5 eff.) Healing mod.: +20% Rings can have magical properties. |
Around neck | Fiery Choker =F aff (heal)= Fiery Choker =F aff (heal)=Requires: - Level 15 Powered 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% cold / +20% fire Changes damage: -5% cold / +10% fire Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+2 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. This item has been sent to the Item's Vault. |
In main hand | Uryrorab the voratun longsword (57-79.8 power, 6 apr) =11= Uryrorab the voratun longsword (57-79.8 power, 6 apr) =11=Requires: - Magic 48 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 57.0 - 79.8 Uses stat: 100% Str Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% On weapon crit: * wounds the target reducing their healing Damage (Melee): +8 arcane Burst (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +15.0% Physical power: +15 (+3 eff.) Changes stats: +9 Dex Changes damage: +6% physical Mental save: +20 (+7 eff.) Sharp, long, and deadly. This item has been sent to the Item's Vault. |
Around waist | Faleregobar FaleregobarRequires: - Level 15 Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +2 Fatigue: -4% Changes resistances: +11% cold / +11% fire / +5% arcane / +2% physical Life regen: +0.20 Maximum stamina: +5.00 A belt that goes around your waist. This item has been sent to the Item's Vault. |
In off hand | Beichak the Stormzeal Beichak the StormzealRequires: - Strength 14 - Dexterity 14 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / buckler ; tier 2 When used to attack (with talents): Base power: 12.0 - 13.2 Uses stats: 40% Cun, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Physical crit. chance: +1.5% On weapon hit: * 12% chance to corrode armour Damage (Melee): +12 lightning When wielded/worn: Physical crit. chance: +3.0% Defense: +6 (+2 eff.) Fatigue: +4% Damage (Melee): 6 acid Damage when hit (Melee): 13 acid Changes resistances: +6% acid / +6% fire / +31% lightning / +8% cold Grants telepathy: Humanoid/Orc Talent granted: +2 Guard Critical mult.: +5.00% Small handheld shield used for deflecting blows and misdirecting opponents. |
Cloak | Ureslak's Molted Scales (0 def, 0 armour) =Max res= Ureslak's Molted Scales (0 def, 0 armour) =Max res=Requires: - Level 35 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Changes resistances: +20% lightning / +20% darkness / -30% arcane / +20% fire / +20% nature / +20% cold Changes resistances cap: +5% lightning / +5% darkness / -30% arcane / +5% fire / +5% nature / +5% cold This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. This item has been sent to the Item's Vault. |
Main armor | Mankini (0 def, 0 armour) Mankini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 10% for 6 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
movement infusion of the titan (787% speed; 6 turns) movement infusion of the titan (787% speed; 6 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 787% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (821% speed; 8 turns) movement infusion of the titan (821% speed; 8 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: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 821% 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 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 warrior (879% speed; 5 turns) movement infusion of the warrior (879% speed; 5 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 879% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
Elixir of Focus Elixir of FocusInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid. |
Elixir of Foundations Elixir of FoundationsInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional generic talent points. A vial of murky white fluid. |
Rune of the Rift (314.00 temporal damage, removed from time 4 turns) Rune of the Rift (314.00 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: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 335.98 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. |
controlled phase door rune of the duelist (range 13) =best= controlled phase door rune of the duelist (range 13) =best=Requires: - Level 25 Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. 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. |
phase door rune of the sneak (range 14; power 50; dur 4) =Bcun= phase door rune of the sneak (range 14; power 50; dur 4) =Bcun=Requires: - Level 15 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 teleport randomly in a range of 14. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 50%, your defense is increased by 50 and all your resistances by 50%. Its effects scale with your Cunning 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. |
phase door rune of the sneak (range 12; power 34; dur 5) =good= phase door rune of the sneak (range 12; power 34; dur 5) =good=Requires: - Level 15 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: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 34%, your defense is increased by 34 and all your resistances by 34%. Its effects scale with your Cunning 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. This item has been sent to the Item's Vault. |
phase door rune of the titan (range 12; power 39; dur 3) phase door rune of the titan (range 12; power 39; dur 3)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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 39%, your defense is increased by 39 and all your resistances by 39%. 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. |
phase door rune of the warrior (range 15; power 40; dur 5) phase door rune of the warrior (range 15; power 40; dur 5)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: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 40%, your defense is increased by 40 and all your resistances by 40%. 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. |
phase door rune of the wizard (range 16; power 37; dur 6) =Bmag= phase door rune of the wizard (range 16; power 37; dur 6) =Bmag=Requires: - Level 15 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: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 16. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 37%, your defense is increased by 37 and all your resistances by 37%. 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. This item has been sent to the Item's Vault. |
phase door rune of the wizard (range 10; power 29; dur 3) phase door rune of the wizard (range 10; power 29; dur 3)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: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. 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. |
shielding rune (absorb 174 for 5 turns) shielding rune (absorb 174 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 174 damage for 5 turns. 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 sneak (absorb 278 for 6 turns) shielding rune of the sneak (absorb 278 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 278 damage for 6 turns. Its effects scale with your Cunning 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 titan (absorb 768 for 6 turns) shielding rune of the titan (absorb 768 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 768 damage for 6 turns. 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. |
shielding rune of the wizard (absorb 240 for 4 turns) shielding rune of the wizard (absorb 240 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 240 damage for 4 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. |
teleportation rune (range 20) teleportation rune (range 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. 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. |
teleportation rune (range 53) =best= teleportation rune (range 53) =best=Requires: - Level 15 Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 53 with a minimum range of 15. 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. This item has been sent to the Item's Vault. |
teleportation rune of the duelist (range 107) teleportation rune of the duelist (range 107)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 107 with a minimum range of 15. 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. |
teleportation rune of the sneak (range 140) teleportation rune of the sneak (range 140)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 140 with a minimum range of 15. Its effects scale with your Cunning 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. |
teleportation rune of the sneak (range 108) teleportation rune of the sneak (range 108)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 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 teleport randomly in a range of 108 with a minimum range of 15. Its effects scale with your Cunning 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. |
teleportation rune of the warrior (range 147) teleportation rune of the warrior (range 147)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 147 with a minimum range of 15. 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. |
teleportation rune of the wizard (range 90) teleportation rune of the wizard (range 90)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 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 teleport randomly in a range of 90 with a minimum range of 15. 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. |
vision rune (radius 10; dur 12; see humanoid) vision rune (radius 10; dur 12; see humanoid)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (10 radius) and to allow you to see invisible and stealthed creatures (power 15) for 12 turns. Your mind will become more receptive for 12 turns, allowing you to sense any humanoid around. 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. |
vision rune of the duelist (radius 16; dur 18; see humanoid) vision rune of the duelist (radius 16; dur 18; see humanoid)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (16 radius) and to allow you to see invisible and stealthed creatures (power 25) for 18 turns. Your mind will become more receptive for 18 turns, allowing you to sense any humanoid around. 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. |
Taint of Telepathy (Range 10 telepathy for 5 turns) Taint of Telepathy (Range 10 telepathy for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / taint ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Strip the protective barriers from your mind for 5 turns, allowing in the thoughts all creatures within 10 squares but reducing mind save by 10 and increasing your mindpower by 35 for 10 turns. It can be used to inscribe your skin with the taint.. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Adamina AdaminaInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +11 (+5 eff.) Changes stats: +5 Dex / +1 Mag Changes resistances: +24% fire / +22% cold Changes resistances cap: +5% all Changes resistances penetration: +15% mind Grants telepathy: Dragon Physical save: +21 (+7 eff.) Infravision radius: +3 Amulets can have magical properties. |
Choker of Dread Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
Cyrarissra CyrarissraInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +7 (+3 eff.) Changes stats: +7 Lck / +3 Dex Talent mastery: +0.20 Cursed / Fears Critical mult.: +5.00% Maximum vim: +30.00 Spellpower: +4 (+1 eff.) Reduce all damage from unseen attackers: 10% Amulets can have magical properties. |
Earthen Beads =Nda= Earthen Beads =Nda=Requires: - Level 15 Infused 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 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 40 power out of 40/40) : Effective talent level: 2.0 Power cost: 40 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 249 (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. This item has been sent to the Item's Vault. |
Fiery Choker =F aff (heal)= Fiery Choker =F aff (heal)=Requires: - Level 15 Powered 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% cold / +20% fire Changes damage: -5% cold / +10% fire Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+2 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. This item has been sent to the Item's Vault. |
Pendant of the Sun and Moons =mr= Pendant of the Sun and Moons =mr=Requires: - Level 25 Powered 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 (+3 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 30 power out of 60/60) : Effective talent level: 3.0 Power cost: 30 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. This item has been sent to the Item's Vault. |
Polevena PolevenaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% lightning Physical save: +25 (+8 eff.) Stun/Freeze immunity: +25% Healing mod.: +10% Amulets can have magical properties. |
archmage's stralite amulet of teleportation =res= archmage's stralite amulet of teleportation =res=Requires: - Level 25 Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes damage: +6% acid / +6% fire / +6% lightning / +7% cold Teleport immunity: +50% Spellpower: +4 (+1 eff.) Spell crit. chance: +4% It can be used to teleport you randomly (rad 36), putting all charms on cooldown for 15 turns. Amulets can have magical properties. This item has been sent to the Item's Vault. |
archmage's stralite amulet of teleportation =res= archmage's stralite amulet of teleportation =res=Requires: - Level 25 Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes damage: +6% acid / +6% fire / +6% lightning / +7% cold Teleport immunity: +50% Spellpower: +4 (+1 eff.) Spell crit. chance: +4% It can be used to teleport you randomly (rad 36), putting all charms on cooldown for 15 turns. Amulets can have magical properties. This item has been sent to the Item's Vault. |
steel amulet 'Nerutta' steel amulet 'Nerutta'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +5% arcane Blindness immunity: +5% Teleport immunity: +50% It can be used to teleport you randomly (rad 42), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
Eilinytta the Daypython Eilinytta the DaypythonRequires: - Level 25 Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +36% cold / +9% light / +3% mind Changes resistances penetration: +5% light Changes damage: +3% mind / +18% cold Critical mult.: +10.00% Maximum psi: +20.00 Light radius: +2 Rings can have magical properties. |
Elemental Fury Elemental FuryRequires: - Level 15 Powered 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. This item has been sent to the Item's Vault. |
Emoldakira the steel ring Emoldakira the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 20 mind Changes damage: +9% mind Disarm immunity: +22% Pinning immunity: +24% Knockback immunity: +22% Maximum life: +24.00 Rings can have magical properties. |
Inertial Twine Inertial TwineRequires: - Level 15 Crafted 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 (+4 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. This item has been sent to the Item's Vault. |
Lelurandur =lr= Lelurandur =lr=Requires: - Level 25 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +27% blight / +9% temporal / +6% lightning Changes damage: +27% blight Physical save: +6 (+2 eff.) Mental save: +3 (+1 eff.) Stun/Freeze immunity: +38% Teleport immunity: +10% Life regen: +3.30 Only die when reaching: -40.00 life Rings can have magical properties. This item has been sent to the Item's Vault. |
Starvault StarvaultRequires: - Level 25 Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +9% mind / +32% fire Changes resistances penetration: +5% light / +5% mind Changes damage: +16% fire Rings can have magical properties. This item has been sent to the Item's Vault. |
copper ring 'Glitterpall' copper ring 'Glitterpall'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes resistances: +12% mind / +3% temporal Changes resistances penetration: +10% temporal Changes damage: +12% mind Rings can have magical properties. |
copper ring 'Zubada' copper ring 'Zubada'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +5% arcane Changes damage: +9% mind Spell save: +10 (+3 eff.) Rings can have magical properties. |
copper ring 'Zubada' copper ring 'Zubada'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +5% arcane Changes damage: +9% mind Spell save: +10 (+3 eff.) Rings can have magical properties. |
copper ring 'Zubada' copper ring 'Zubada'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +5% arcane Changes damage: +9% mind Spell save: +10 (+3 eff.) Rings can have magical properties. |
rogue's voratun ring of life rogue's voratun ring of lifeRequires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+8 eff.) Changes stats: +10 Cun Life regen: +2.00 Maximum life: +99.00 Healing mod.: +26% Rings can have magical properties. This item has been sent to the Item's Vault. |
steel ring 'Dayrip' steel ring 'Dayrip'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 20 mind Changes stats: +4 Wil Changes damage: +6% mind / +6% light Mental save: +8 (+3 eff.) Rings can have magical properties. |
steel ring 'Glareimmortal' steel ring 'Glareimmortal'Requires: - Level 15 Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +20% lightning Changes damage: +10% lightning / +6% fire Light radius: +2 Rings can have magical properties. This item has been sent to the Item's Vault. |
steel ring 'Hellsmortal' steel ring 'Hellsmortal'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +8 Defense: +9 (+4 eff.) Changes resistances: +3% darkness Changes damage: +6% fire Silence immunity: +10% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
steel ring 'Kindlestone' steel ring 'Kindlestone'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Effects on melee hit: * 15% chance to blind Changes resistances: +28% fire / +5% arcane / +3% temporal Changes damage: +14% fire Physical save: +20 (+7 eff.) Light radius: +1 Rings can have magical properties. |
voratun ring 'Ashpain' =or= voratun ring 'Ashpain' =or=Requires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+4 eff.) Physical power: +16 (+3 eff.) Damage when hit (Melee): 4 fire Changes stats: +6 Cun / +8 Dex Changes resistances: +19% blight / +9% fire / +14% nature Changes resistances penetration: +5% blight Changes damage: +9% fire / +7% all Poison immunity: +19% Disease immunity: +27% Spellpower: +15 (+5 eff.) Mindpower: +16 (+5 eff.) Rings can have magical properties. |
Scorchstake (33.5-46.9 power, 5 apr) =allress= Scorchstake (33.5-46.9 power, 5 apr) =allress=Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / club ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour penetration: +13 Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 fire Changes resistances: +3% acid / +3% fire / +7% all Changes resistances penetration: +13% nature / +10% physical Changes damage: +18% acid / +6% fire / +10% physical Life regen: +1.70 Maximum life: +41.00 Blunt and deadly. This item has been sent to the Item's Vault. |
Emelybrenne the voratun dagger (43.5-56.55 power, 9 apr) Emelybrenne the voratun dagger (43.5-56.55 power, 9 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 43.5 - 56.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +14.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 25% chance to remove a magical effect On weapon crit: * burns latent spell energy Damage (Melee): +16 nature When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +9% darkness Blindness immunity: +15% Silence immunity: +5% Disarm immunity: +15% Stun/Freeze immunity: +10% Knockback immunity: +10% Only die when reaching: -60.00 life Sharp, short and deadly. |
Polomina the voratun dagger (48.5-63.05 power, 9 apr) Polomina the voratun dagger (48.5-63.05 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 48.5 - 63.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 8% chance to disease * 21% chance to corrode armour Damage (Melee): +12 blight When wielded/worn: Changes resistances penetration: +9% acid / +15% arcane / +10% blight Changes damage: +3% arcane Spell save: +6 (+2 eff.) Disease immunity: +28% Life regen: +0.72 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +30.00 Sharp, short and deadly. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Shockblast (38.5-50.05 power, 9 apr) Shockblast (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to daze * 17% chance to disease On weapon crit: * cripple the target Damage (Melee): +24 blight / +14 mind When wielded/worn: Physical crit. chance: +11.0% Damage when hit (Melee): 4 acid Changes stats: +2 Cun Equilibrium when hit: +0.16 Maximum psi: +10.00 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. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 55% Dex, 35% Str Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Umbral Razor (25-32.5 power, 10 apr) =dc= Umbral Razor (25-32.5 power, 10 apr) =dc=Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 112.45 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. This item has been sent to the Item's Vault. |
Alulathahor (76-114 power, 4 apr) Alulathahor (76-114 power, 4 apr)Requires: - Magic 48 Powered by arcane 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: 76.0 - 114.0 Uses stat: 120% Str Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown When wielded/worn: Changes resistances penetration: +23% acid / +20% fire / +20% lightning / +20% cold Changes damage: +6% blight / +12% arcane Spell save: +9 (+3 eff.) Mana each turn: +0.12 Maximum mana: +40.00 Massive two-handed mauls. |
Frozen Lance (30-48 power, 10 apr) Frozen Lance (30-48 power, 10 apr)Requires: - Magic 22 Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / greatspear It must be held with both hands. Base power: 30.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +2.0% Attack speed: 83% Burst (radius 1) on hit: +20 ice Thrust Range: 2 When wielded/worn: Armour: +8 Changes damage: +15% cold You are unable to tell whether this lance is crafted from steel or ice. |
dwarven-steel greatsword 'Mirebright' (34.5-55.2 power, 2 apr) dwarven-steel greatsword 'Mirebright' (34.5-55.2 power, 2 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 Uses stat: 120% Str Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing Damage (Melee): +12 lightning / +12 mind When wielded/worn: Physical crit. chance: +7.0% Physical power: +12 (+2 eff.) Changes damage: +12% nature See invisible: +3 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. |
voratun greatsword 'Rootzephyr,' (71.5-114.4 power, 4 apr) voratun greatsword 'Rootzephyr,' (71.5-114.4 power, 4 apr)Requires: - Magic 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: 71.5 - 114.4 Uses stat: 120% Str Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.2% dam / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +17 nature / +28 temporal When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 nature Psi when hit: +0.16 Maximum hate: +8.00 Massive two-handed swords. |
Eilinodheyatha the dragonbone longbow Eilinodheyatha the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +35 fire Burst (radius 1) on hit: +2 mind When wielded/worn: Physical power: +14 (+3 eff.) Changes stats: +7 Str Changes resistances: +3% temporal Changes resistances penetration: +20% physical / +14% fire Changes damage: +17% physical / +9% temporal Grants telepathy: Dragon Demon/Major Demon/Minor Psi when hit: +0.08 Mental crit. chance: +1% Global speed: +5% Longbows are used to shoot arrows at your foes. |
Eilinodheyatha the dragonbone longbow Eilinodheyatha the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +35 fire Burst (radius 1) on hit: +2 mind When wielded/worn: Physical power: +14 (+3 eff.) Changes stats: +7 Str Changes resistances: +3% temporal Changes resistances penetration: +20% physical / +14% fire Changes damage: +17% physical / +9% temporal Grants telepathy: Dragon Demon/Major Demon/Minor Psi when hit: +0.08 Mental crit. chance: +1% Global speed: +5% Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
Thaloren-Tree Longbow Thaloren-Tree LongbowRequires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 30 light Changes stats: +10 Dex / +10 Wil Changes damage: +30% physical Light radius: +1 In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
yew longbow 'Gloreth' =res= yew longbow 'Gloreth' =res=Requires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +8 cold Burst (radius 1) on hit: +4 acid When wielded/worn: Armour: +7 Changes stats: +3 Dex Changes resistances penetration: +5% blight / +7% cold / +10% arcane Changes damage: +3% acid / +10% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) New effects duration reduction after a teleport: +10% Longbows are used to shoot arrows at your foes. This item has been sent to the Item's Vault. |
Haralen the stralite longsword (35.5-49.7 power, 5 apr) Haralen the stralite longsword (35.5-49.7 power, 5 apr)Requires: - Magic 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 35.5 - 49.7 Uses stat: 100% Str Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid / +13 temporal / +6 nature Burst (radius 2) on crit: +14 ice When wielded/worn: Armour: +7 Changes stats: +1 Wil Changes resistances penetration: +8% cold Critical mult.: +5.00% Spell save: +9 (+3 eff.) Spellpower: +4 (+1 eff.) Sharp, long, and deadly. |
Manetar (29-40.6 power, 4 apr) Manetar (29-40.6 power, 4 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.2% dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +18 fire When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 16 acid Changes stats: +2 Str Sharp, long, and deadly. |
Xanevena the dwarven-steel longsword (24-33.6 power, 4 apr) Xanevena the dwarven-steel longsword (24-33.6 power, 4 apr)Requires: - Magic 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.4% crit / acc Armour Penetration: +4 Physical crit. chance: +5.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +10 ice When wielded/worn: Armour: +8 Changes resistances: +3% mind / +9% lightning Changes resistances penetration: +10% cold / +6% mind / +6% darkness Only die when reaching: -80.00 life Sharp, long, and deadly. |
Great Caller (10-11 power, 18 apr, nature damage) Great Caller (10-11 power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 35% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% physical / +8% cold / +8% fire Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+4 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 It can be used to activate talent Rage (costing 16 power out of 16/16) : Effective talent level: 4.0 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Induces a killing rage in one of your summons, increasing all its stats by 14 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Kinetic Focus (6-6.6 power, 18 apr, physical damage) Kinetic Focus (6-6.6 power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+2 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
Thermal Focus (14-15.4 power, 32 apr, fire damage) =dmgconv= Thermal Focus (14-15.4 power, 32 apr, fire damage) =dmgconv=Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 45% Wil, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% cold / +20% fire Changes resistances penetration: +12% cold / +12% fire Changes damage: +20% cold / +20% fire Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+4 eff.) Psi each turn: +1.00 Mindpower: +16 (+5 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. This item has been sent to the Item's Vault. |
Dayclash (43.5-60.9 power, 10 apr) Dayclash (43.5-60.9 power, 10 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / spear ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 83% On weapon hit: * 48% chance to blind * 35% chance to corrode armour Damage (Melee): +20 temporal / +20 nature Burst (radius 1) on hit: +12 mind Thrust Range: 2 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 45% chance to blind Changes resistances penetration: +14% acid / +15% physical Changes damage: +6% light / +15% physical Grants telepathy: Dragon Mental save: +20 (+7 eff.) Life regen: +2.50 A spear. |
Crystal Shard (16-19.2 power, 4 apr, physical element) Crystal Shard (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+5 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 45 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Duathelire (30-36 power, 6 apr, cold element) Duathelire (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +4 lightning When wielded/worn: Physical crit. chance: +26.0% Effects on melee hit: * 40% chance to inflict damage reduction Damage (Melee): 41 arcane Damage when hit (Melee): 16 darkness Changes resistances penetration: +10% arcane Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +16.00% Maximum mana: +62.00 Spellpower: +28 (+9 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
Glorenor (16.5-21.45 power, 3 apr) Glorenor (16.5-21.45 power, 3 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / swordbreaker ; tier 2 Base power: 16.5 - 21.4 Uses stats: 40% Dex, 40% Str Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +1.0% disarm chance / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +5.0% Armour: +3 Defense: +4 (+2 eff.) Changes stats: +2 Mag Reduce damage by fixed amount: +3 physical Changes resistances penetration: +5% blight Changes damage: +3% arcane Critical mult.: +5.00% A small blade with many notches along its edge. |
Flashwrither the voratun throwing knives (6/6, 33.5-43.55 power, 9 apr) Flashwrither the voratun throwing knives (6/6, 33.5-43.55 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / throwing knives ; tier 5 Base power: 33.5 - 43.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +1.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% Firing range: +5 Capacity: 6 On weapon hit: * 40% chance to daze * 10% chance to crush the target On weapon crit: * wounds the target reducing their healing Damage (Ranged): +4 lightning / +5 gravity / +12 arcane / +12 blight Burst (radius 2) on crit: +4 lightning When wielded/worn: Physical crit. chance: +15.0% Physical power: +7 (+1 eff.) These knives are specially weighted to be thrown. |
Blood-Letter (33-46.2 power, 4.5 apr) Blood-Letter (33-46.2 power, 4.5 apr)Requires: - Magic 40 - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
voratun waraxe 'Pusfist' (41-57.4 power, 6 apr) voratun waraxe 'Pusfist' (41-57.4 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +20 light Damage against: +30% Undead When wielded/worn: Physical crit. chance: +14.0% Physical power: +27 (+5 eff.) Changes stats: +2 Wil / +7 Con Changes resistances: +6% nature Changes resistances penetration: +15% physical Changes damage: +3% blight Spell save: +6 (+2 eff.) Disarm immunity: +35% Mana each turn: +0.12 Spellpower: +2 (+1 eff.) Spell crit. chance: +2% 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. |
Nerysevea NeryseveaPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +12 Fatigue: -7% Damage when hit (Melee): 8 blight / 8 mind Changes stats: +5 Dex / +5 Cun / +9 Lck Changes resistances: +6% mind Trap disarming bonus: +30 Stealth bonus: +15 Maximum encumbrance: +60 Mental save: +25 (+8 eff.) Equilibrium when hit: +0.08 Infravision radius: +5 It can be used to create a temporary shield that absorbs 335 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+4 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Yvulaith the Smolderbreacher Yvulaith the SmolderbreacherPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 4 mind Changes resistances: +6% mind / +15% fire Changes damage: +6% mind / +9% fire Maximum encumbrance: +40 A belt that goes around your waist. |
cleansing hardened leather belt of transcendence cleansing hardened leather belt of transcendenceInfused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% acid / +10% blight Physical save: +8 (+3 eff.) Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Requires: - Level 25 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Mindpower: +6 (+2 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 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 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 48 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. This item has been sent to the Item's Vault. |
Ivuna the Forestkill (2 def, 6 armour) Ivuna the Forestkill (2 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes stats: +2 Mag / +1 Wil Changes resistances: +13% cold Changes resistances penetration: +10% nature Changes damage: +3% nature / +9% mind Spell save: +15 (+5 eff.) Mental save: +7 (+2 eff.) Maximum mana: +47.00 Mindpower: +4 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 10 armour) =lvl= Wrap of Stone (0 def, 10 armour) =lvl=Requires: - Level 15 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 Armour Hardiness: +15% Changes resistances: +5% physical Changes damage: +5% physical Talent masteries: +0.20 Chronomancy / Gravity +0.10 Spell / Stone +0.10 Chronomancy / Matter +0.20 Spell / Earth Spellpower: +6 (+2 eff.) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 105.38 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. This item has been sent to the Item's Vault. |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Trails fire behind you, dealing damage based on spellpower. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. This item has been sent to the Item's Vault. |
Frost Treads (1 def, 4 armour) =lvl= Frost Treads (1 def, 4 armour) =lvl=Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. This item has been sent to the Item's Vault. |
Glevena (8 def, 5 armour) Glevena (8 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +8 (+3 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to disease Changes stats: +1 Con / +1 Mag Changes resistances penetration: +10% physical Changes damage: +9% blight Physical save: +14 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +8 (+3 eff.) See invisible: +9 A pair of boots made of leather. |
Bogarc (0 def, 7 armour) Bogarc (0 def, 7 armour)Requires: - Level 15 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 (+6 eff.) Armour: +7 Damage (Melee): 10 fire Changes stats: +5 Dex Changes resistances: +8% fire / +3% mind / +9% temporal Changes resistances penetration: +15% nature / +10% mind Changes damage: +8% fire / +6% mind / +9% nature Spell save: +6 (+2 eff.) Mental save: +11 (+4 eff.) Maximum life: +64.00 When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 140% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +18 Armour Penetration: +3 Physical crit. chance: +11.0% Attack speed: 167% When this weapon hits: Fire Breath (10% chance level 3). When this weapon hits: Battle Shout (10% chance level 3). On weapon hit: * 10 arcane resource burn Burst (radius 2) on crit: +10 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This item has been sent to the Item's Vault. |
Durudendil (0 def, 5 armour) Durudendil (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +5 Damage (Melee): 13 mind Changes stats: +6 Con Changes resistances: +6% fire / +16% mind / +3% nature Changes damage: +11% mind Physical save: +36 (+11 eff.) Spell save: +9 (+3 eff.) Mental save: +20 (+7 eff.) Blindness immunity: +15% Poison immunity: +5% Disarm immunity: +96% When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 40% Cun, 40% Dex, 140% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 125% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Psychic Lobotomy (20% chance level 5). On weapon hit: * 20 arcane resource burn Damage (Melee): +26 physical Burst (radius 2) on crit: +15 mind It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 140% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +10.0% Attack speed: 133% When this weapon hits: Implode (5% chance level 1). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Poisonous Bite (20% chance level 3). It can be used to activate talent Mindhook (costing 16 power out of 24/24) : Effective talent level: 4.0 Power cost: 16 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Wyrmbreath (0 def, 4 armour) =fire= Wyrmbreath (0 def, 4 armour) =fire=Requires: - Level 15 Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Dex, 140% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 167% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. 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 340.96 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%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. This item has been sent to the Item's Vault. |
dwarven-steel gauntlets 'Zudor' (0 def, 10 armour) dwarven-steel gauntlets 'Zudor' (0 def, 10 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +10 Damage (Melee): 8 nature / 11 physical Changes stats: +4 Str Changes resistances: +8% nature Changes damage: +6% acid / +6% physical / +4% nature / +9% mind When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 140% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 125% When this weapon hits: Sand Breath (10% chance level 3). When this weapon hits: Poison Breath (10% chance level 3). Damage (Melee): +36 acid Burst (radius 1) on hit: +11 physical Burst (radius 2) on crit: +9 nature / +8 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Aruvor the Sunoracle (0 def, 1 armour) Aruvor the Sunoracle (0 def, 1 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% blight / +6% fire / +5% nature / +6% light Light radius: +1 A cap made of leather. |
Chanarifast the elven-silk wizard hat (3 def, 0 armour) Chanarifast the elven-silk wizard hat (3 def, 0 armour)Requires: - Level 35 Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour Changes stats: +16 Cun / +14 Wil Changes resistances: +3% acid / +3% temporal / +9% darkness / +36% nature / +5% arcane Changes damage: +20% nature Spell save: +6 (+2 eff.) Mental save: +25 (+8 eff.) Confusion immunity: -20% Fear immunity: -20% Mindpower: +6 (+2 eff.) Mental crit. chance: +8% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 165 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 2.8. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... This item has been sent to the Item's Vault. |
Chanarifast the elven-silk wizard hat (3 def, 0 armour) Chanarifast the elven-silk wizard hat (3 def, 0 armour)Requires: - Level 35 Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour Changes stats: +16 Cun / +14 Wil Changes resistances: +3% acid / +3% temporal / +9% darkness / +36% nature / +5% arcane Changes damage: +20% nature Spell save: +6 (+2 eff.) Mental save: +25 (+8 eff.) Confusion immunity: -20% Fear immunity: -20% Mindpower: +6 (+2 eff.) Mental crit. chance: +8% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 165 mind damage and feed you 2 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 2.8. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... This item has been sent to the Item's Vault. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+2 eff.) It can be used to activate talent Indomitable (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This talent takes no time to use. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Requires: - Level 35 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+3 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+8 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+7 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." This item has been sent to the Item's Vault. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+5 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.0 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 22% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 16%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Xanitira (7 def, 14 armour) Xanitira (7 def, 14 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +7 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 8 mind Changes stats: +6 Cun / +5 Wil Changes resistances: +13% acid / +13% lightning / +15% fire / +13% cold / +6% all Changes damage: +3% blight Grants telepathy: Demon/Minor Demon/Major Physical save: +14 (+5 eff.) Maximum hate: +2.00 Mindpower: +5 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +10 A cap made of leather. |
hardened leather cap 'Cystdeath' (0 def, 3 armour) hardened leather cap 'Cystdeath' (0 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 nature Changes stats: +3 Str / +3 Dex / +4 Wil / +6 Cun / +2 Con Changes resistances: +5% arcane Mindpower: +3 (+1 eff.) A cap made of leather. |
hardened leather cap 'Emelariana' (0 def, 3 armour) =lvl= hardened leather cap 'Emelariana' (0 def, 3 armour) =lvl=Requires: - Level 15 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +5.0% Armour: +3 Fatigue: -1% Damage when hit (Melee): 8 acid / 12 physical Changes stats: +7 Lck Changes resistances: +10% acid / +8% temporal / +16% lightning / +11% fire / +5% arcane / +10% cold Spell crit. chance: +5% Mental crit. chance: +4% A cap made of leather. This item has been sent to the Item's Vault. |
iron helm of the depths (0 def, 3 armour) =berath under water= iron helm of the depths (0 def, 3 armour) =berath under water=Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +7% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Beradan' (0 def, 1 armour) rough leather cap 'Beradan' (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 arcane / 8 blight Changes stats: +4 Mag / +4 Wil Changes resistances: +3% blight / +5% arcane Changes damage: +6% blight / +6% arcane Spell crit. chance: +2% A cap made of leather. |
voratun helm 'Dazzleshine' (0 def, 5 armour) voratun helm 'Dazzleshine' (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 45% Changes stats: +7 Str / +10 Dex / +11 Wil / +5 Cun Changes resistances: +9% acid / +15% physical / +3% cold / +6% nature / +9% lightning Changes resistances penetration: +20% light Changes damage: +6% darkness Physical save: +15 (+5 eff.) Mindpower: +4 (+1 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. This item has been sent to the Item's Vault. |
voratun mail armour 'Dimarc' (17 def, 18 armour) voratun mail armour 'Dimarc' (17 def, 18 armour)Requires: - Strength 48 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +17 (+7 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 arcane / 8 blight Changes stats: +11 Cun / +8 Wil Changes resistances: +25% cold Changes damage: +3% arcane Mental save: +37 (+12 eff.) 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 mail. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+3 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 It can be used to activate talent Blood Grasp (costing 12 power out of 12/12) : Effective talent level: 5.0 Power cost: 12 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 194.10 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+6 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Belorin (9 def, 21 armour) Belorin (9 def, 21 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +21 Defense: +9 (+4 eff.) Fatigue: +26% Changes stats: +6 Cun / +7 Wil Changes resistances: +10% acid / +10% cold Changes damage: +6% mind / +9% physical Allows you to breathe in: water Spell save: +18 (+6 eff.) Mental save: +20 (+7 eff.) Life regen: +4.80 Stamina each turn: +1.70 Only die when reaching: -40.00 life A suit of armour made of metal plates. |
Blightstopper (18 def, 12 armour, 52-62.4 power, 240 block) Blightstopper (18 def, 12 armour, 52-62.4 power, 240 block)Requires: - Cunning 35 - Talent Buckler Expertise (level 1) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Armour: +12 Defense: +18 (+7 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Block Spell save: +24 (+8 eff.) Disease immunity: +60% It can be used to purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns, costing 24 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. This item has been sent to the Item's Vault. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +10% fire / +15% cold Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
Emelytha (8 def, 2 armour, 32.5-39 power, 81.5 block) Emelytha (8 def, 2 armour, 32.5-39 power, 81.5 block)Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.5 - 39.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +82 On weapon hit: * 15% chance to daze When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Damage (Melee): 8 lightning Damage when hit (Melee): 15 lightning / 8 arcane / 4 blight Changes resistances: +10% acid / +6% fire / +8% lightning / +8% cold Changes resistances penetration: +10% acid Talent granted: +3 Block Critical mult.: +10.00% Maximum life: +43.00 Spellpower: +2 (+1 eff.) Handheld deflection devices. |
Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block) =lvl= Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block) =lvl=Requires: - Cunning 28 - Talent Buckler Expertise (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+7 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Talent granted: +5 Block This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block) =lvl= Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block) =lvl=Requires: - Cunning 28 - Talent Buckler Expertise (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stat: 100% Str Damage type: Fire Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+7 eff.) Ranged Defense: +15 (+5 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Talent granted: +5 Block This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. This item has been sent to the Item's Vault. |
Glitterlash the steel shield (6 def, 2 armour, 12-14.4 power, 41.5 block) Glitterlash the steel shield (6 def, 2 armour, 12-14.4 power, 41.5 block)Requires: - Cunning 16 - Talent Buckler Expertise (level 1) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.0 - 14.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.0% Block value: +42 On weapon hit: * 13% chance to daze Damage (Melee): +12 acid When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage (Melee): 6 lightning Effects when hit in melee: * 14% chance to corrode armour Damage when hit (Melee): 14 lightning Changes stats: +2 Con Changes resistances: +10% acid / +17% fire / +3% light Changes damage: +6% light Talent granted: +2 Block Maximum life: +30.00 Handheld deflection devices. |
Salilaith the Nightpiety (12 def, 11 armour, 73.5-88.2 power, 293 block) Salilaith the Nightpiety (12 def, 11 armour, 73.5-88.2 power, 293 block)Requires: - Cunning 48 - Talent Buckler Expertise (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 73.5 - 88.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +293 On weapon hit: * 52% chance to inflict damage reduction On weapon crit: * smash the target with your shield crippling them Damage (Melee): +19 light When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +11 Defense: +12 (+5 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 40% chance to blind Damage when hit (Melee): 4 darkness Changes stats: +5 Mag / +1 Wil / +13 Con Changes resistances: +20% light / +3% darkness Changes damage: +3% fire Talent granted: +5 Block Physical save: +14 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +30.00 Spellpower: +4 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Handheld deflection devices. |
Salilaith the Nightpiety (12 def, 11 armour, 73.5-88.2 power, 293 block) Salilaith the Nightpiety (12 def, 11 armour, 73.5-88.2 power, 293 block)Requires: - Cunning 48 - Talent Buckler Expertise (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 73.5 - 88.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +293 On weapon hit: * 52% chance to inflict damage reduction On weapon crit: * smash the target with your shield crippling them Damage (Melee): +19 light When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +11 Defense: +12 (+5 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Effects when hit in melee: * 40% chance to blind Damage when hit (Melee): 4 darkness Changes stats: +5 Mag / +1 Wil / +13 Con Changes resistances: +20% light / +3% darkness Changes damage: +3% fire Talent granted: +5 Block Physical save: +14 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +30.00 Spellpower: +4 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Handheld deflection devices. This item has been sent to the Item's Vault. |
Sanguine Shield (14 def, 4 armour, 40-48 power, 220 block) =Bres 10con= Sanguine Shield (14 def, 4 armour, 40-48 power, 220 block) =Bres 10con=Requires: - Cunning 39 - Talent Buckler Expertise (level 1) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +4 Defense: +14 (+6 eff.) Ranged Defense: +14 (+5 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. This item has been sent to the Item's Vault. |
Summertide (17 def, 15 armour, 52-62.4 power, 260 block) Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Willpower 28 - Cunning 20 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+7 eff.) Ranged Defense: +17 (+6 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +15% darkness / +10% fire / +12% mind / +20% light Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+6 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 55.22 to 69.03 light damage (based on Willpower and Cunning), costing 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Summertide (17 def, 15 armour, 52-62.4 power, 260 block) Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Willpower 28 - Cunning 20 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stat: 100% Str Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+7 eff.) Ranged Defense: +17 (+6 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+6 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+3 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 55.22 to 69.03 light damage (based on Willpower and Cunning), costing 12 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. This item has been sent to the Item's Vault. |
Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) =red20= Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) =red20=Requires: - Cunning 40 - Talent Buckler Expertise (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 20% Mag, 100% Str Damage type: Temporal Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+7 eff.) Spellpower: +12 (+4 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. This item has been sent to the Item's Vault. |
Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) =red20= Temporal Rift (8 def, 4 armour, 50-60 power, 325 block) =red20=Requires: - Cunning 40 - Talent Buckler Expertise (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 50.0 - 60.0 Uses stats: 20% Mag, 100% Str Damage type: Temporal Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +325 When this weapon hits: Turn Back the Clock (25% chance level 3). When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +0% Changes resistances: +30% temporal Reduce damage by fixed amount: +20 all Talent granted: +5 Block Spell save: +20 (+7 eff.) Spellpower: +12 (+4 eff.) Slows Projectiles: +50% Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block) Unsetting Sun (16 def, 20 armour, 50-60 power, 280 block)Requires: - Cunning 40 - Talent Buckler Expertise (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 It is part of a set of items. Glows brightly in the light of dawn. When used to attack (with talents): Base power: 50.0 - 60.0 Uses stat: 100% Str Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +280 When wielded/worn: Armour: +20 Defense: +16 (+7 eff.) Ranged Defense: +17 (+6 eff.) Fatigue: +14% Changes resistances: +30% blight / +30% darkness Talent granted: +5 Block Spell save: +19 (+6 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. This item has been sent to the Item's Vault. |
Wrathroot's Barkwood (9 def, 10 armour, 27-37.8 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 27-37.8 power, 60 block)Requires: - Cunning 25 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 27.0 - 37.8 Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
voratun shield 'Gunidunaldil' (16 def, 17 armour, 69.5-83.4 power, 262 block) =l res= voratun shield 'Gunidunaldil' (16 def, 17 armour, 69.5-83.4 power, 262 block) =l res=Requires: - Cunning 48 - Talent Buckler Expertise (level 1) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.5 - 83.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +262 Damage (Melee): +15 light When wielded/worn: Armour: +17 Defense: +16 (+7 eff.) Ranged Defense: +16 (+5 eff.) Fatigue: +14% Effects when hit in melee: * 34% chance to blind Changes stats: +6 Con / +4 Mag Changes resistances: +27% lightning / +3% temporal / +15% light / +5% arcane / +3% nature Talent granted: +5 Block Spell save: +10 (+3 eff.) Handheld deflection devices. This item has been sent to the Item's Vault. |
quiver of dragonbone arrows 'Zubema' (19/42, 63.5-88.9 power, 26 apr) quiver of dragonbone arrows 'Zubema' (19/42, 63.5-88.9 power, 26 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 63.5 - 88.9 Uses stats: 50% Str, 70% Dex Damage type: Mind Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +26 Physical crit. chance: +6.0% Capacity: 42 Turns elapse between self-loadings: 3 On weapon hit: * 11% chance to gain 10% of a turn Damage (Ranged): +13 temporal / +11 darkness / +8 physical / +4 mind Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +4 physical Damage against: +18% Living When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
24 agate 24 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
626 alchemist agate 626 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. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 10 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Kichak the dwarven-steel pickaxe (dig speed 7 turns) Kichak the dwarven-steel pickaxe (dig speed 7 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +8.0% Changes stats: +7 Str / +1 Mag / +5 Wil Changes resistances: +3% mind / +3% light / +12% nature Maximum life: +52.00 Maximum stamina: +41.00 Mental crit. chance: +10% Infravision radius: +1 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) =digger= Tooth of the Mouth (dig speed 12 turns) =digger=Requires: - Level 15 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. This item has been sent to the Item's Vault. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Gunemahek the Bleakbreeze Gunemahek the BleakbreezeInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +2 Str / +6 Wil / +1 Con Changes resistances penetration: +10% physical / +15% all Changes damage: +6% arcane Critical mult.: +15.00% Mental save: +12 (+4 eff.) Light radius: +6 See stealth: +23 See invisible: +23 Healing mod.: +10% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Layuldana the brass lantern Layuldana the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Mag Changes resistances: +12% cold Light radius: +5 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. |
Rhirach RhirachRequires: - Level 15 Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +5% arcane / +11% darkness / +3% nature Changes damage: +11% light Damage affinity(heal): +5% light Stun/Freeze immunity: +5% Light radius: +6 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 Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 41.43 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Spectral Cage Spectral CageRequires: - Level 15 Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+3 eff.) Light radius: +5 It can be used to release a will o' the wisp, costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light. The metal is icy cold to the touch. This item has been sent to the Item's Vault. |
Umbraphage =lvl= Umbraphage =lvl=Requires: - Level 15 Infused 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 (+3 eff.) Mindpower: +10 (+3 eff.) Light radius: +10 Absorbs all darkness (power 100, 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 246.21 darkness damage (based on Mindpower and charge), costing 10 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. |
dwarven lantern 'Isaldaribeth' dwarven lantern 'Isaldaribeth'Requires: - Level 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +2 Str / +1 Dex / +10 Cun / +1 Con Changes resistances: +15% blight Reduces incoming crit damage: 16.00% Maximum encumbrance: +10 Life regen: +4.30 Maximum life: +100.00 Light radius: -6 Infravision radius: +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
void-walker's alchemist's lamp void-walker's alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +7% cold / +7% temporal Light radius: +3 Defense after a teleport: +12 Resist all after a teleport: +13% New effects duration reduction after a teleport: +16% A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 249/400. 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. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
dragonbone wand of clairvoyance 'Taleblek' [power 15] (6 cooldown) dragonbone wand of clairvoyance 'Taleblek' [power 15] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 24 acid Changes resistances: +18% temporal Maximum wards: +4 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Changes damage: +3% mind Talent granted: +1 Ward It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 15), putting all charms on cooldown for 6 turns. When used: 200% chance to regenerate 9 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Carl the Superhuman Adventurer level 45
46th Regrowth 123rd year of Ascendancy at 21:14 see stats
By Carl the Superhuman Adventurer level 21
10th Dusk 122nd year of Ascendancy at 09:30 see stats
By Carl the Superhuman Adventurer level 16
3rd Dusk 122nd year of Ascendancy at 03:33 see stats
By Carl the Superhuman Adventurer level 40
79th Dusk 122nd year of Ascendancy at 10:39 see stats
By Carl the Superhuman Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 15:00 see stats
By Carl the Superhuman Adventurer level 20
8th Dusk 122nd year of Ascendancy at 08:17 see stats
By Carl the Superhuman Adventurer level 30
60th Dusk 122nd year of Ascendancy at 16:20 see stats
By Carl the Superhuman Adventurer level 40
79th Dusk 122nd year of Ascendancy at 10:21 see stats
By Carl the Superhuman Adventurer level 23
32nd Dusk 122nd year of Ascendancy at 20:37 see stats
By Carl the Superhuman Adventurer level 40
10th Haze 122nd year of Ascendancy at 00:29 see stats
By Carl the Superhuman Adventurer level 40
3rd Haze 122nd year of Ascendancy at 23:05 see stats
By Carl the Superhuman Adventurer level 41
24th Haze 122nd year of Ascendancy at 03:05 see stats
By Carl the Superhuman Adventurer level 11
8th Mirth 122nd year of Ascendancy at 21:01 see stats
By Carl the Superhuman Adventurer level 14
6th Flare 122nd year of Ascendancy at 13:47 see stats
By Carl the Superhuman Adventurer level 45
71st Regrowth 123rd year of Ascendancy at 05:32 see stats
By Carl the Superhuman Adventurer level 27
53rd Dusk 122nd year of Ascendancy at 05:34 see stats
By Carl the Superhuman Adventurer level 18
6th Dusk 122nd year of Ascendancy at 09:34 see stats
Log
Error while transfering rough leather belt of unlife =No breath= to the online item's vault, please retry later.
Server said: too many entities stored
Saving done.
Saving game...
You transfer teleportation rune (range 53) =best= from the online item's vault.
Saving done.
You transfer rough leather belt of unlife =No breath= to the online item's vault.
Saving done.
Saving game...
Carl deactivates Chant of Resistance.
Carl deactivates True Grit.
Carl deactivates Fiery Hands.
Carl deactivates Searing Sight.
Carl deactivates Lacerating Strikes.
Carl deactivates Inner Power.
Carl deactivates Shock Hands.