Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Dark Priest 1.4.4Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Commando class 1.3.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Undead Heritage 1.3.0Makes undead more powerful by allowing them to stack their original racial traits onto themselves. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Bastion 1.4.6A complete rework for Bulwark. Everyone Options 1.4.5Starts characters off with category points instead of categories known. Shadow Race 1.0.1Adds shadow race with bugfix. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Cross-tier Luminescence 1.2.4Makes Luminescence a cross-tier effect, so wild infusions will more reliably clear blindness caused by sun infusions. Suggested by Edge. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Mindstabber 1.2.5Adds a new Psionic class (since their numbers are few anyways) that is a combo of rouge, solipsist and mindslayer. Focus more on combat than staying in the back, but still has the capability to do so. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Firmamancer Class 1.3.1Adds the Firmamancer class, a celestial character who wields the weather; including sunlight, rainfall, storms and gales. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.3.0Donators/Buyers bonus! Assassin 1.4.5Reworks the Rogue class. Cornac Rectification 1.4.5The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Select your Escorts 1.3.3Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Doctornull's Tweak Pack 1.4.2A collection of tweaks for existing ToME content. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. magebow class v18 1.3.1Mindstar and Staff Combat Access 1.3.1I was irked that Mindslayers need to burn a good chunk of cash to open Mindstar Training, which seems like a Talent track they should have open out of the gate. Same with staff-using mages and Staff Combat. So I figured out how to fix it and did! Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Prowler Class 1.4.4Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Celestial |
Class | Mindstabber |
Level / Exp | 147 / 35% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 432 (base 100) |
Dexterity | 364 (base 100) |
Constitution | 222 (base 100) |
Magic | 184 (base 100) |
Willpower | 215 (base 100) |
Cunning | 197 (base 100) |
Resources
Mana | 4573/4573 |
Psi | 1695/1695 |
Vim | 2154/2154 |
Life | 19630/19630 |
Equilibrium | 15 |
Stamina | 2508/2508 |
Psi_feedback | 0/160 |
Healing Factor | 1.71 |
Regeneration | 165.2031 |
Speed
Mental | +581.84766082459% |
Attack | +112.15% |
Movement | +146% |
Spell | +112.15% |
Global | +265.53587003479% |
Vision
Sight | 17 |
Lite | 9 |
Infravision | 61 |
See Stealth | 175.12063946937 |
See Invisible | 179.12063946937 |
Offense: Mainhand
Damage | 1003 |
Accuracy | 158 |
Crit Chance | 590% |
APR | 807 |
Speed | 0.13 |
Offense: Offhand
Damage | 1086 |
Accuracy | 158 |
Crit Chance | 587% |
APR | 803 |
Speed | 0.13 |
Offense: Spell
Spellpower | 143 |
Crit Chance | 100% |
Speed | 0.4713646005185 |
Offense: Mind
Mindpower | 176 |
Crit Chance | 100% |
Speed | 0.4713646005185 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +61% |
Defense: Base
Armour (hardiness) | 333.61125628636 (30%) |
Defense | 201 |
Ranged Defense | 203 |
Fatigue | 0 |
Physical Save | 142 |
Spell Save | 129 |
Mental Save | 147 |
Defense: Resistances
All | + 72%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 100% |
Bleed Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 35% |
Inscriptions (0/3)
Class Talents
Cunning / Poisons | 8.90 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Wild-gift / Dwarven nature | 2.00 |
| 13/5 |
| 13/5 |
| 13/5 |
| 7/5 |
Spell / Deeprock | 4.40 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 14/5 |
| 6/5 |
| 0/5 |
Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.20 |
| 14/5 |
| 14/5 |
| 12/5 |
| 0/5 |
Technique / Bloodthirst | 7.70 |
| 14/5 |
| 14/5 |
| 13/5 |
| 14/5 |
Psionic / Projection | 1.20 |
| 13/5 |
| 13/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen vines | 2.00 |
| 13/5 |
| 13/5 |
| 8/5 |
| 0/5 |
Psionic / Discharge | 1.30 |
| 7/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Technique / Dual weapons | 8.89 |
| 13/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Technique / Dual techniques | 1.30 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 13/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 2.00 |
| 13/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 8/5 |
| 1/5 |
| 6/5 |
| 6/5 |
Race / Halfling | 2.00 |
| 2/5 |
| 8/5 |
| 10/5 |
| 0/5 |
Corruption / Vile life | 2.00 |
| 6/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 2.00 |
| 6/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 12/5 |
| 12/5 |
| 10/5 |
| 12/5 |
| 13/5 |
| 1/5 |
Technique / Conditioning | 1.20 |
| 12/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 2.00 |
| 1/5 |
| 12/5 |
| 14/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 12/5 |
| 1/5 |
| 6/5 |
| 0/5 |
Race / Higher | 2.00 |
| 1/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Cunning / Scoundrel | 1.20 |
| 11/5 |
| 12/5 |
| 12/5 |
| 12/5 |
Undead / Skeleton | 2.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 10/5 |
Race / Ogre | 2.00 |
| 1/5 |
| 6/5 |
| 5/5 |
| 0/5 |
Spell / Stone alchemy | 0.90 |
| 5/5 |
| 6/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 2.00 |
| 1/5 |
| 12/5 |
| 0/5 |
| 0/5 |
Psionic / Dream Forge | 1.30 |
| 1/5 |
| 1/5 |
| 6/5 |
| 7/5 |
Race / Thalore | 2.00 |
| 1/5 |
| 10/5 |
| 10/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 7/5 |
| 1/5 |
| 12/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Numbing Poison |
talent | Thermal Aura |
talent | Vulnerability Poison |
talent | Deadly Poison |
talent | Lacerating Strikes |
talent | Momentum |
talent | Stone Vines |
talent | Precise Strikes |
talent | Beyond the Flesh |
talent | Dreamforge |
talent | Augmentation |
talent | Precision |
talent | Kinetic Aura |
beneficial effect | The target has turned into a huge deeprock elemental. It gains 2 size categories, 93% bleeding, poison, disease, and stun immunity, +155% Nature damage and +56% Nature damage penetration, +155% Arcane damage and +56% Arcane damage penetration, and +155% Physical damage and +56% Physical damage penetration. In addition, it uses its physical resistance against all damage. Deeprock Form |
beneficial effect | Parrying melee attacks: Has a 96% chance to deflect up to 1024 damage from the next 3.6 attack(s). Parrying |
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 |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Turtlemire. Ancient Turtle CaveIt looks extremely dangerous, however - beware. You have slain Rex. His staff will be of great use. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Cunning by +2. | done |
You failed to protect the worried loremaster from death by rattlesnake. Escort: worried loremaster (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 461. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of elder vampire blood. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | Radiancepride (246% power, 4 apr) Radiancepride (246% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 Power: 247% Range: 1.6x Uses stats: 200% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze * 58% chance to disease * 49% chance to corrode armour * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +4 light / +56 mind Burst (radius 2) on crit: +42 ice / +4 light When wielded/worn: Accuracy: +42 (+5 eff.) Physical crit. chance: +58.0% Physical power: +62 (+4 eff.) Armour: +21 Defense: +21 (+3 eff.) Effects on melee hit: * 15% chance to blind * 30% chance to daze Damage when hit (Melee): 12 blight / 12 light Changes stats: +9 Str / +10 Con Changes resistances: +14% all Changes resistances penetration: +21% acid / +20% physical / +21% nature / +17% cold Changes damage: +3% blight / +19% physical / +15% light Disarm immunity: +101% Life regen: +4.00 Stamina when hit: +4.00 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 3 turns. Massive two-handed swords. |
Quiver | quiver of elm arrows 'Unlightsun' (41/41, 193% power, 13 apr) quiver of elm arrows 'Unlightsun' (41/41, 193% power, 13 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 1 Power: 194% Range: 1.4x Uses stats: 101% Wil, 99% Cun, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +13 Physical crit. chance: +19.0% Capacity: 41 Turns elapse between self-loadings: 4 On weapon hit: * 61% chance to daze * 8% chance to disease * 61% chance to inflict damage reduction * 10% chance to crush the target * 25% chance to put talents on cooldown * 20% chance to torment the target On weapon crit: * wounds the target * cripple the target Travel speed: +200% Damage (Ranged): +16 lightning / +38 darkness / +8 gravity / +13 fire / +24 blight / +15 bleed / +24 mind Burst (radius 1) on hit: +16 fire Burst (radius 2) on crit: +7 fire Damage against: +8% Living Arrows are used with bows to pierce your foes to death. |
On hands | Splendourqueller (0 def, 21 armour) Splendourqueller (0 def, 21 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +15 Physical power: +18 (+1 eff.) Armour: +21 Effects on melee hit: * 30% chance to corrode armour * 25% chance to cause random gloom Damage (Melee): 20 light / 40 darkness / 37 mind / 19 arcane Damage when hit (Melee): 12 acid Changes stats: +6 Str / +13 Dex / +19 Mag / +8 Wil / +14 Cun / +12 Con Changes resistances: +3% acid / +24% light / +10% darkness / +10% arcane Changes resistances penetration: +5% acid Changes damage: +6% acid / +23% light / +10% arcane Physical save: +60 (+7 eff.) Spell save: +19 (+3 eff.) Mental save: +50 (+6 eff.) Disarm immunity: +100% Life regen: +6.60 Stamina each turn: +4.00 Maximum life: +235.00 Maximum stamina: +70.00 Mindpower: +8 (+1 eff.) Light radius: +2 Infravision radius: +2 When used to modify unarmed attacks: Power: 225% Range: 1.4x Uses stats: 87% Wil, 50% Mag, 97% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +45 Armour Penetration: +25 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Slumber (20% chance level 5). When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Battle Shout (30% chance level 5). When this weapon hits: Juggernaut (20% chance level 2). When this weapon hits: Manathrust (10% chance level 3). On weapon hit: * 15% chance to blind Damage (Melee): +48 physical / +38 arcane Burst (radius 2) on crit: +57 light / +50 darkness / +15 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | Betyma the Arcwither Betyma the ArcwitherPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +7 Effects on melee hit: * 41% chance to daze * 15% chance to inflict damage reduction Damage when hit (Melee): 4 lightning / 14 fire Changes stats: +4 Mag Changes resistances: +15% lightning / +6% fire / +14% light Changes resistances penetration: +5% lightning / +5% darkness / +6% all Changes damage: +14% darkness / +6% lightning Damage affinity(heal): +10% darkness Spellpower: +7 (+1 eff.) Light radius: +6 Infravision radius: +6 It can be used to activate talent Moonlight Ray, placing all other charms into a 4 cooldown : Effective talent level: 4.0 Power cost: 4 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 485.31 damage. The damage dealt will increase with your Spellpower. 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. |
On head | voratun helm 'Serpentraven' (0 def, 11 armour) voratun helm 'Serpentraven' (0 def, 11 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Physical power: +18 (+1 eff.) Armour: +11 Fatigue: +5% Damage when hit (Melee): 10 physical / 8 fire Changes stats: +15 Str / +20 Dex / +13 Wil / +2 Cun / +14 Con / +16 Lck Changes resistances: +15% physical / +22% darkness / +15% blight / +13% cold / +18% nature / +24% fire Changes resistances penetration: +15% nature Reduces incoming crit damage: 5.00% Physical save: +15 (+2 eff.) Mental save: +13 (+1 eff.) Spell crit. chance: +6% Mental crit. chance: +8% Infravision radius: +15 It can be used to activate talent Skullcracker, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 17723.8 Physical damage. If the attack hits, the target is confused (49% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | Gloommark the pair of voratun boots (29 def, 5 armour) Gloommark the pair of voratun boots (29 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +29 (+4 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +4% Effects on melee hit: * 15% chance to inflict damage reduction * 40% chance to gain 10% of a turn Damage when hit (Melee): 8 darkness / 16 temporal Changes stats: +4 Mag / +4 Wil Changes resistances: +3% temporal / +14% fire / +3% darkness / +15% cold Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +6% nature / +3% temporal Physical save: +44 (+5 eff.) Spell save: +40 (+6 eff.) Mental save: +42 (+5 eff.) Silence immunity: +50% Confusion immunity: +41% Stun/Freeze immunity: +50% Life regen: +4.80 Spellpower: +6 (+1 eff.) Healing mod.: +23% It can be used to blink to a nearby random location (rad 13), putting all charms on cooldown for 13 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Eremirab (dig speed 13 turns) Eremirab (dig speed 13 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% Damage when hit (Melee): 8 arcane Changes stats: +8 Str / +3 Mag / +7 Wil Changes resistances penetration: +5% blight Changes damage: +9% blight Critical mult.: +10.00% Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +21.00 Maximum mana: +29.00 Maximum stamina: +17.00 Spell crit. chance: +6% Mental crit. chance: +8% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Prismkiller the stralite ring Prismkiller the stralite ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +45 (+5 eff.) Armour penetration: +45 Physical power: +13 (+1 eff.) Defense: +44 (+6 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 19 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 19 bleed Damage when hit (Melee): 25 light Changes stats: +9 Str / +7 Mag / +13 Wil / +23 Cun / +9 Con Changes resistances: +18% mind / +6% blight Changes resistances penetration: +5% light / +10% mind Changes damage: +18% mind Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Spellpower: +11 (+2 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
On fingers | Ebonysaw EbonysawPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +16 Physical power: +43 (+3 eff.) Defense: +14 (+2 eff.) Effects on melee hit: * 15% chance to inflict damage reduction * 20% chance to gain 10% of a turn Damage when hit (Melee): 12 darkness Changes stats: +20 Str / +18 Mag / +8 Wil / +20 Con Changes resistances: +40% cold / +3% darkness / +9% temporal Changes resistances penetration: +5% temporal / +10% darkness / +10% arcane Changes damage: +6% temporal / +20% cold / +12% arcane / +6% darkness Physical save: +16 (+2 eff.) Spell save: +38 (+6 eff.) Mental save: +18 (+2 eff.) Blindness immunity: +49% Spellpower: +25 (+3 eff.) Mindpower: +13 (+2 eff.) Infravision radius: +6 See stealth: +25 See invisible: +20 It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | voratun amulet 'Murkpython' voratun amulet 'Murkpython'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+2 eff.) Physical power: +10 (+0 eff.) Defense: +19 (+3 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 12 darkness / 12 arcane Changes stats: +20 Str / +20 Dex / +32 Wil / +7 Cun / +9 Con / +17 Lck Changes resistances: +29% lightning / +9% darkness / +5% arcane Changes resistances penetration: +10% arcane / +5% darkness Changes damage: +9% physical / +9% darkness / +9% fire Talent mastery: +0.39 Technique / Dual weapons Physical save: +49 (+6 eff.) Spell save: +47 (+7 eff.) Mental save: +77 (+9 eff.) Confusion immunity: +50% Stun/Freeze immunity: +50% Mindpower: +29 (+3 eff.) Combat speed: +10% Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
In main hand | Cuthimas the Thundersever (199% power, 13 apr) Cuthimas the Thundersever (199% power, 13 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 200% Range: 1.3x Uses stats: 94% Wil, 64% Cun, 50% Mag Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +13 Physical crit. chance: +13.0% Attack speed: 111% On weapon hit: * 20% chance to daze * 20% chance to torment the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +20% Damage (Melee): +8 lightning / +16 temporal / +12 arcane / +11 nature When wielded/worn: Accuracy: +12 (+1 eff.) Physical crit. chance: +37.0% Physical power: +4 (+0 eff.) Effects on melee hit: * 15% chance to daze Changes stats: +9 Dex / +2 Wil / +1 Cun Changes resistances: +14% all Changes resistances penetration: +7% mind / +12% darkness / +24% nature Sharp, short and deadly. |
Around waist | hardened leather belt 'Skymaster' hardened leather belt 'Skymaster'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Physical power: +29 (+2 eff.) Armour: +11 Defense: +11 (+2 eff.) Changes stats: +5 Str / +20 Dex / +4 Mag / +4 Wil / +19 Cun / +5 Con / +32 Lck Changes resistances: +14% lightning / +11% temporal / +11% fire / +9% mind / +11% cold Changes resistances penetration: +5% mind / +5% lightning Changes damage: +6% mind / +15% lightning Reduced damage from: +33% Summoned Critical mult.: +22.00% Trap disarming bonus: +80 Stealth bonus: +43 Physical save: +40 (+5 eff.) Spell save: +11 (+2 eff.) Mental save: +28 (+3 eff.) Mana each turn: +0.26 Psi when hit: +0.08 Maximum mana: +40.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +2% Infravision radius: +20 Size category: +2 A belt that goes around your waist. |
In off hand | voratun dagger 'Dourwend' (217% power, 9 apr) voratun dagger 'Dourwend' (217% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 217% Range: 1.3x Uses stats: 94% Wil, 64% Cun, 50% Mag Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% On weapon hit: * 57% chance to inflict damage reduction * 52% chance to corrode armour On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +48 insidious poison / +15 light / +13 mind Burst (radius 2) on crit: +24 ice Damage against: +24% Undead When wielded/worn: Accuracy: +24 (+3 eff.) Armour penetration: +12 Physical crit. chance: +48.0% Physical power: +24 (+2 eff.) Armour: +14 Defense: +8 (+1 eff.) Ranged Defense: +8 (+0 eff.) Changes stats: +6 Str / +5 Dex / +6 Con Changes resistances: +5% arcane Changes resistances penetration: +24% acid / +12% physical / +10% blight / +12% cold Changes damage: +6% darkness / +12% physical Critical mult.: +16.00% Mental save: +20 (+2 eff.) Disarm immunity: +27% Confusion immunity: +30% Knockback immunity: +10% Life regen: +4.00 Stamina when hit: +2.00 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 3 turns. Sharp, short and deadly. |
Cloak | cashmere cloak 'Ashreign' (10 def, 7 armour) cashmere cloak 'Ashreign' (10 def, 7 armour)Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +10 (+1 eff.) Effects on melee hit: * 42% chance to blind Damage when hit (Melee): 4 fire Changes stats: +4 Str / +14 Mag / +13 Wil / +4 Con Changes resistances: +8% acid / +20% fire / +12% lightning / +7% cold Changes resistances penetration: +15% fire Changes damage: +3% light / +6% fire Physical save: +30 (+3 eff.) Spell save: +28 (+4 eff.) Mental save: +18 (+2 eff.) Maximum life: +81.00 Maximum mana: +63.00 Spell crit. chance: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Korazilador the reinforced leather armour (15 def, 29 armour) Korazilador the reinforced leather armour (15 def, 29 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +17 Armour: +29 Defense: +15 (+2 eff.) Fatigue: +8% Effects on melee hit: * 57% chance to gain 10% of a turn Damage (Melee): 29 acid / 29 fire Damage (Ranged): 9 acid / 9 fire Damage when hit (Melee): 15 acid / 14 fire / 18 physical Changes stats: +1 Dex / +1 Wil / +5 Cun / +2 Con Changes resistances: +75% acid / +23% physical / +24% nature / +52% fire / +9% arcane / +27% lightning Changes damage: +9% arcane Spell save: +22 (+3 eff.) Mental save: +16 (+2 eff.) Life regen: +6.20 Maximum life: +164.00 Light radius: +1 Infravision radius: +2 See invisible: +9 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +48% A suit of armour made of leather. |
Inventory
regeneration infusion of the psychic (heal 1719 over 5 turns) regeneration infusion of the psychic (heal 1719 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1719 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 1140 over 5 turns) regeneration infusion of the wizard (heal 1140 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1140 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Woehack the gold amulet Woehack the gold amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 45% chance to inflict damage reduction Damage when hit (Melee): 24 darkness Changes stats: +17 Str / +16 Dex / +27 Wil Changes resistances: +20% lightning / +44% fire / +22% mind / +44% cold Reduces incoming crit damage: 15.00% Mental save: +11 (+1 eff.) Confusion immunity: +55% Stun/Freeze immunity: +37% Maximum stamina: +20.00 Mindpower: +11 (+1 eff.) Healing mod.: +10% Amulets can have magical properties. |
savior's steel amulet of magic (+6) savior's steel amulet of magic (+6)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +6 Mag Physical save: +15 (+2 eff.) Spell save: +16 (+3 eff.) Mental save: +16 (+2 eff.) Amulets can have magical properties. |
Chalurab the stralite ring Chalurab the stralite ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +15 Physical power: +16 (+1 eff.) Defense: +15 (+2 eff.) Fatigue: -9% Damage when hit (Melee): 25 blight / 12 acid Changes stats: +3 Str / +2 Dex / +21 Mag / +16 Wil / +15 Cun / +3 Con Changes resistances: +21% acid / +26% fire / +26% lightning / +26% cold Changes damage: +6% acid / +3% blight / +8% all Maximum encumbrance: +36 Spell save: +12 (+2 eff.) Blindness immunity: +40% Spellpower: +35 (+5 eff.) Mindpower: +30 (+4 eff.) Infravision radius: +6 See stealth: +21 See invisible: +21 It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Lavatrial LavatrialPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +14 (+1 eff.) Physical power: +7 (+0 eff.) Damage when hit (Melee): 4 physical Changes stats: +11 Dex / +9 Mag / +11 Wil / +20 Cun / +3 Con Changes resistances: +3% fire Changes resistances penetration: +20% physical Changes damage: +6% mind / +6% physical Spell save: +12 (+2 eff.) Silence immunity: +25% Stamina each turn: +0.40 Mana each turn: +0.16 Psi when hit: +0.12 Maximum stamina: +16.00 Spellpower: +21 (+3 eff.) Mindpower: +14 (+2 eff.) Healing mod.: +10% Rings can have magical properties. |
Voryna VorynaPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +46 (+5 eff.) Physical power: +20 (+1 eff.) Effects on melee hit: * 60% chance to corrode armour * 20% chance to cause random gloom * 29% chance to blind Damage (Melee): 24 bleed Effects on ranged hit: * 20% chance to cause random gloom * 33% chance to blind Damage (Ranged): 22 bleed Changes stats: +25 Dex / +42 Mag / +42 Wil / +59 Cun Changes resistances: +34% acid / +5% arcane Changes damage: +26% acid / +8% all Grants telepathy: Humanoid/Orc Spell save: +20 (+3 eff.) Silence immunity: +50% Mana each turn: +0.40 Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 Spellpower: +68 (+9 eff.) Mindpower: +50 (+6 eff.) Mental crit. chance: +3% It can be used to activate talent Bleeding Edge, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
copper ring 'Xonn' copper ring 'Xonn'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Spell save: +15 (+2 eff.) Mental save: +6 (+0 eff.) Blindness immunity: +25% Confusion immunity: +24% Only die when reaching: -40.00 life Infravision radius: +4 See stealth: +8 See invisible: +8 Rings can have magical properties. |
pixie's steel ring of speed pixie's steel ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +9 (+1 eff.) Changes stats: +5 Cun / +4 Mag Spellpower: +9 (+1 eff.) Movement speed: +16% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 20 cooldown : Effective talent level: 2.4 Power cost: 20 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 26% for 5 turns. Rings can have magical properties. |
acidic iron battleaxe (180% power, 1 apr) acidic iron battleaxe (180% power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 181% Range: 1.5x Uses stats: 200% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid Massive two-handed battleaxes. |
Moon (193% power, 30 apr) Moon (193% power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Power: 193% Range: 1.3x Uses stats: 94% Wil, 50% Mag, 64% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness / +0 % chance of confusion When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Star (188% power, 20 apr) Star (188% power, 20 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 189% Range: 1.3x Uses stats: 94% Wil, 50% Mag, 64% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light / +0 blinding When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (188% power, 20 apr) Swordbreaker (188% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 189% Range: 1.3x Uses stats: 30% Wil, 50% Mag, 121% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+2 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+2 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
arcing stralite dagger of phasing (191% power, 16 apr) arcing stralite dagger of phasing (191% power, 16 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 192% Range: 1.3x Uses stats: 94% Wil, 50% Mag, 64% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +16 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +24% Damage (Melee): +8 lightning Sharp, short and deadly. |
balanced iron dagger of massacre (177% power, 5 apr) balanced iron dagger of massacre (177% power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 177% Range: 1.3x Uses stats: 94% Wil, 50% Mag, 64% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+0 eff.) Defense: +4 (+1 eff.) Disarm immunity: +16% Sharp, short and deadly. |
chilling stralite dagger of ruin (192% power, 9 apr) chilling stralite dagger of ruin (192% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 193% Range: 1.3x Uses stats: 94% Wil, 50% Mag, 64% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +8 cold When wielded/worn: Armour penetration: +8 Physical crit. chance: +7.0% Critical mult.: +11.00% Sharp, short and deadly. |
iron dagger (174% power, 5 apr) iron dagger (174% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 174% Range: 1.3x Uses stats: 94% Wil, 50% Mag, 64% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger (173% power, 5 apr) iron dagger (173% power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 173% Range: 1.3x Uses stats: 94% Wil, 50% Mag, 64% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
iron dagger of erosion (174% power, 5 apr) iron dagger of erosion (174% power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 174% Range: 1.3x Uses stats: 94% Wil, 50% Mag, 64% Cun Damage type: Physical Mastery: Agile Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 nature / +6 temporal Sharp, short and deadly. |
Bill's Tree Trunk (193% power, 7 apr) Bill's Tree Trunk (193% power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 193% Range: 1.7x Uses stats: 214% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 10 power out of 20/20) : Effective talent level: 2.0 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Duskpride the voratun greatmaul (223% power, 4 apr) Duskpride the voratun greatmaul (223% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 224% Range: 1.5x Uses stats: 200% Wil, 50% Mag Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 49% chance to daze * 42% chance to cause random gloom * 40% chance to corrode armour * 25% chance to put talents on cooldown Damage (Melee): +167 insidious poison / +27 darkness / +4 acid / +35 mind Burst (radius 1) on hit: +4 darkness / +4 acid Burst (radius 2) on crit: +42 ice / +56 fire Damage against: +26% Living When wielded/worn: Armour penetration: +21 Physical power: +19 (+1 eff.) Armour: +21 Changes stats: +6 Str / +6 Dex / +6 Mag / +15 Wil / +16 Cun / +16 Con Changes resistances: +9% darkness Changes resistances penetration: +21% lightning / +42% physical / +10% acid / +39% fire / +15% arcane / +19% cold Changes damage: +9% acid / +20% physical / +3% darkness Disarm immunity: +46% Global speed: +15% Massive two-handed mauls. |
Undeathripper (213% power, 3 apr) Undeathripper (213% power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 213% Range: 1.5x Uses stats: 200% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +21 acid / +24 temporal / +20 darkness / +23 nature / +20 lightning Burst (radius 1) on hit: +12 mind Damage against: +21% Living When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +109 Physical crit. chance: +57.0% Physical power: +36 (+2 eff.) Damage when hit (Melee): 4 nature Changes stats: +9 Str / +2 Cun / +9 Con Changes resistances: +6% mind / +6% nature Changes resistances penetration: +88% physical Changes damage: +90% physical Critical mult.: +52.00% Disarm immunity: +38% Stamina when hit: +3.00 Hate when firing a critical mind attack: +1.00 Maximum hate: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +8% Heals friendly targets nearby when you use a nature summon: +10 Massive two-handed mauls. |
steel greatmaul 'Tempestwreck' (200% power, 2 apr) steel greatmaul 'Tempestwreck' (200% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 200% Range: 1.5x Uses stats: 200% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 35% chance to disease * Random elemental explosion * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +8 lightning / +37 blight / +4 mind / +16 arcane / +16 temporal Burst (radius 1) on hit: +4 lightning / +16 fire / +8 mind When wielded/worn: Accuracy: +13 (+1 eff.) Physical crit. chance: +26.0% Physical power: +13 (+1 eff.) Damage when hit (Melee): 16 temporal Changes stats: +5 Str / +1 Cun Changes resistances: +5% arcane / +16% temporal Changes resistances penetration: +13% acid / +16% fire / +16% lightning / +16% cold Changes damage: +6% arcane / +10% physical Disease immunity: +28% Stamina when hit: +2.00 Equilibrium when hit: +0.08 Maximum hate: +4.00 Massive two-handed mauls. |
Zerudil (205% power, 3 apr) Zerudil (205% power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 206% Range: 1.6x Uses stats: 200% Wil, 50% Mag Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 24% chance to disease * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +70 insidious poison / +24 blight / +35 cold / +23 mind / +24 temporal Burst (radius 1) on hit: +24 fire Burst (radius 2) on crit: +35 ice / +8 arcane When wielded/worn: Accuracy: +38 (+4 eff.) Physical crit. chance: +38.0% Physical power: +32 (+2 eff.) Armour: +19 Damage when hit (Melee): 36 temporal Changes stats: +7 Str / +9 Dex / +2 Wil / +4 Cun / +9 Con Changes resistances: +19% temporal Changes resistances penetration: +24% mind / +19% physical / +19% darkness / +13% cold Changes damage: +19% physical Disease immunity: +42% Disarm immunity: +42% Stamina when hit: +3.00 Maximum hate: +6.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +5% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 3 turns. Massive two-handed swords. |
hateful iron greatsword (179% power, 1 apr) hateful iron greatsword (179% power, 1 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 180% Range: 1.6x Uses stats: 200% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +9% Living Massive two-handed swords. |
iron greatsword (179% power, 1 apr) iron greatsword (179% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 180% Range: 1.6x Uses stats: 200% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
Mayywen MayywenRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 165% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 On weapon hit: * 20% chance to disease Travel speed: +200% Damage (Ranged): +34 cold Burst (radius 1) on hit: +2 arcane Burst (radius 2) on crit: +4 arcane When wielded/worn: Physical power: +13 (+1 eff.) Ammo reloads per turn: +5 Changes stats: +10 Str / +4 Dex / +7 Mag / +10 Con Changes resistances penetration: +9% temporal / +10% arcane / +91% physical Changes damage: +49% physical / +37% cold / +9% temporal Talent masteries: +0.20 Wild-gift / Fungus +0.20 Chronomancy / Bow Threading See invisible: +6 Damage Shield penetration: +98% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. It can be used to regenerate 204 life over 5 turns, putting all charms on cooldown for 10 turns. Longbows are used to shoot arrows at your foes. |
caustic voratun longsword of ruin (202% power, 6 apr) caustic voratun longsword of ruin (202% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 203% Range: 1.4x Uses stats: 172% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 19% chance to corrode armour When wielded/worn: Armour penetration: +7 Physical crit. chance: +12.0% Changes resistances penetration: +10% acid Critical mult.: +20.00% Life regen: +1.10 Sharp, long, and deadly. |
Blazesnake (204% power, 6 apr) Blazesnake (204% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Power: 204% Range: 1.4x Uses stats: 172% Wil, 50% Mag Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% On weapon hit: * 15% chance to inflict damage reduction * 34% chance to daze * 35% chance to cause random gloom * 20% chance to torment the target * 20% chance to curse the target On weapon crit: * cripple the target Damage (Melee): +18 darkness / +20 temporal / +18 nature / +15 mind Damage against: +20% Living When wielded/worn: Accuracy: +29 (+3 eff.) Armour penetration: +38 Physical crit. chance: +70.0% Defense: +15 (+2 eff.) Damage when hit (Melee): 12 mind / 20 blight Changes stats: +4 Str / +11 Dex / +3 Mag / +11 Wil / +15 Cun / +4 Con Changes resistances: +9% lightning Changes resistances penetration: +15% lightning / +30% physical / +15% darkness / +11% mind / +10% arcane Changes damage: +29% physical Critical mult.: +20.00% Mental save: +6 (+0 eff.) Disarm immunity: +50% Mana each turn: +0.08 Equilibrium when hit: +0.16 Mana when firing critical spell: +6.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum hate: +2.00 Maximum psi: +30.00 Mental crit. chance: +1% Blunt and deadly. |
Writhing Essence of Nightmares (111% power, 20 apr, darkness damage) Writhing Essence of Nightmares (111% power, 20 apr, darkness damage)Requires: - Willpower 30 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 111% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Darkness Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +20 Physical crit. chance: +2.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +2 Wil Changes damage: +10% mind / +10% darkness Talent masteries: +0.20 Psionic / Nightmare +0.20 Cursed / Fears Mindpower: +15 (+2 eff.) Mental crit. chance: +3% It can be used to activate talent Waking Nightmare (costing 20 power out of 40/40) : Effective talent level: 2.0 Power cost: 20 out of 40/40. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 91.61 darkness damage each turn for 6 turns, and has a 50% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
enlightened mossy mindstar of frost (72% power, 12 apr, nature damage) enlightened mossy mindstar of frost (72% power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This natural frost should be returned to the wyrm. Power: 72% Range: 1.1x Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +6 Damage when hit (Melee): 8 ice Changes resistances: +7% cold / +13% light / +13% mind Changes resistances penetration: +7% cold Changes damage: +7% cold Mindpower: +2 (+0 eff.) Mental crit. chance: +1% See stealth: +6 See invisible: +9 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Ce'Nulralle the Stokepanic Ce'Nulralle the StokepanicRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 2 Power: 165% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 11% chance to daze Damage (Ranged): +11 cold / +17 fire / +28 nature Burst (radius 1) on hit: +14 fire When wielded/worn: Accuracy: +26 (+3 eff.) Physical crit. chance: +17.0% Physical power: +9 (+0 eff.) Armour: +9 Changes stats: +7 Str / +6 Dex / +7 Mag / +6 Wil / +2 Cun / +3 Con Changes resistances: +10% all Changes resistances penetration: +7% lightning / +35% physical / +16% nature / +9% fire / +5% arcane / +9% cold Changes damage: +24% physical Talent cooldown: Steady Shot (-1 turn) Critical mult.: +15.00% Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +20.00 Spellpower: +4 (+1 eff.) Global speed: +3% Damage Shield penetration: +30% Slings are used to hurl stones or metal shots at your foes. |
Sepsisfury SepsisfuryRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Power: 165% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (10% chance level 1). On weapon hit: * Slows global speed by 57% Travel speed: +200% Damage (Ranged): +24 lightning Burst (radius 1) on hit: +2 nature When wielded/worn: Accuracy: +29 (+3 eff.) Armour penetration: +4 Physical crit. chance: +15.0% Physical power: +26 (+2 eff.) Fatigue: -4% Ammo reloads per turn: +5 Changes stats: +9 Str / +1 Dex / +11 Mag Changes resistances: +3% light Changes resistances penetration: +10% temporal / +85% physical Changes damage: +22% lightning / +34% physical / +12% arcane / +10% temporal Talent mastery: +0.20 Chronomancy / Bow Threading Talent cooldown: Steady Shot (-1 turn) Maximum encumbrance: +40 Life regen: +0.40 Spellpower: +15 (+2 eff.) Damage Shield penetration: +95% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
drakeskin leather sling 'Grinodur' drakeskin leather sling 'Grinodur'Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Power: 165% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Damage (Ranged): +14 cold When wielded/worn: Armour: +11 Changes resistances penetration: +10% blight / +29% physical / +5% temporal / +7% cold Changes damage: +36% physical Spell save: +6 (+1 eff.) Mana when firing critical spell: +3.00 Maximum mana: +40.00 Maximum vim: +10.00 Spell crit. chance: +2% New effects duration reduction after a teleport: +20% Slings are used to hurl stones or metal shots at your foes. |
Staff of the False Turtle God (221% power, 6 apr, physical element) Staff of the False Turtle God (221% power, 6 apr, physical element)Requires: - Constitution 60 Infused by nature 10.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 Power: 222% Range: 1.2x Uses stats: 157% Wil, 140% Mag, 90% Con Damage type: Physical, Nature, and Cold Damage Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +25.0% Attack speed: 100% When wielded/worn: Physical power: +35 (+2 eff.) Changes stats: +20 Con Changes damage: +33% physical / +33% nature / +33% cold Physical save: +50 (+6 eff.) Spellpower: +35 (+5 eff.) Spell crit. chance: +25% Mindpower: +35 (+4 eff.) Mental crit. chance: +25% A staff, topped with the shell of a turtle. It is said it was once wielded by the god of all turtles. |
ash magestaff 'Airdredge' (185% power, 3 apr, lightning element) ash magestaff 'Airdredge' (185% power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 Power: 185% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to daze Burst (radius 1) on hit: +12 light When wielded/worn: Accuracy: +17 (+2 eff.) Physical crit. chance: +41.0% Physical power: +18 (+1 eff.) Armour: +9 Defense: +13 (+2 eff.) Ranged Defense: +4 (+0 eff.) Damage (Melee): 54 arcane Changes stats: +5 Con Changes resistances: +3% cold / +3% temporal / +6% darkness / +7% arcane Maximum wards: +3 lightning Changes resistances penetration: +21% lightning Changes damage: +21% lightning Talents granted: +3 Ward +1 Command Staff Critical mult.: +34.00% Reduces incoming crit damage: 5.00% Physical save: +18 (+2 eff.) Spell save: +19 (+3 eff.) Mental save: +9 (+1 eff.) Pinning immunity: +10% Stun/Freeze immunity: +10% Life regen: +1.10 Maximum mana: +114.00 Spellpower: +51 (+7 eff.) Spell crit. chance: +29% Healing mod.: +17% It can be used to unleash an elemental blastwave, dealing 376.47 to 451.76 lightning damage in a radius 3 around the user, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Burnvault (210% power, 5 apr) Burnvault (210% power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Power: 210% Range: 1.4x Uses stats: 172% Wil, 50% Mag Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +42 insidious poison / +17 temporal / +17 darkness / +4 physical / +28 fire / +12 mind / +17 nature Damage against: +17% Living When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +3 Physical power: +13 (+1 eff.) Defense: +13 (+2 eff.) Damage when hit (Melee): 8 blight / 23 physical Changes stats: +6 Con Changes resistances: +9% all Changes resistances penetration: +13% mind / +13% physical / +13% darkness / +13% nature Physical save: +12 (+1 eff.) Disarm immunity: +72% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 3 turns. One-handed war axes. |
Getagorn the Skyhash (194% power, 5 apr) Getagorn the Skyhash (194% power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Power: 194% Range: 1.4x Uses stats: 172% Wil, 50% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 22% chance to cause random gloom * 17% chance to disease * 25% chance to put talents on cooldown On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +42 insidious poison / +16 blight / +21 mind / +17 acid Burst (radius 1) on hit: +8 blight / +13 fire When wielded/worn: Accuracy: +13 (+1 eff.) Physical crit. chance: +13.0% Effects on melee hit: * 45% chance to daze Changes stats: +6 Str / +5 Wil / +6 Cun / +7 Con Changes damage: +13% physical Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 5.00% Disease immunity: +29% Stamina when hit: +1.70 One-handed war axes. |
Mardyrin the Flashwinter (220% power, 6 apr) Mardyrin the Flashwinter (220% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 220% Range: 1.4x Uses stats: 172% Wil, 50% Mag Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 67% chance to blind * 34% chance to daze On weapon crit: * wounds the target reducing their healing * splashes the target with acid * cripple the target Damage (Melee): +20 acid Burst (radius 1) on hit: +4 light When wielded/worn: Accuracy: +30 (+3 eff.) Armour penetration: +15 Physical crit. chance: +56.0% Physical power: +60 (+4 eff.) Defense: +12 (+2 eff.) Damage when hit (Melee): 12 light / 12 fire Changes stats: +11 Str / +4 Dex / +3 Mag / +4 Wil / +6 Cun / +28 Con Changes resistances: +8% all Changes resistances penetration: +15% lightning / +45% physical / +15% nature Changes damage: +15% light / +15% physical Critical mult.: +20.00% Disarm immunity: +139% Stamina when hit: +2.50 See invisible: +9 One-handed war axes. |
Cobratide the rough leather belt Cobratide the rough leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +18 (+1 eff.) Armour: +7 Defense: +7 (+1 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal / 4 nature / 8 arcane Changes stats: +8 Str / +8 Con Changes resistances: +7% lightning / +7% temporal Changes resistances penetration: +10% arcane / +15% physical / +10% nature / +15% temporal Changes damage: +18% physical / +15% nature / +3% arcane Reduced damage from: +21% Summoned Physical save: +34 (+4 eff.) Spell save: +7 (+1 eff.) Maximum life: +38.00 Mindpower: +4 (+1 eff.) Size category: +3 A belt that goes around your waist. |
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. |
Willowcrypt WillowcryptPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+0 eff.) Armour: +7 Defense: +7 (+1 eff.) Fatigue: -6% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 4 nature Changes stats: +2 Str / +2 Mag / +2 Wil / +1 Con Changes resistances: +7% lightning / +7% temporal Changes resistances penetration: +8% physical Changes damage: +8% physical Reduced damage from: +21% Summoned Grants telepathy: Humanoid/Orc Critical mult.: +7.00% Maximum encumbrance: +28 Physical save: +13 (+1 eff.) Spell save: +7 (+1 eff.) Maximum life: +61.00 Maximum mana: +39.00 Maximum stamina: +33.00 Maximum hate: +12.00 Maximum psi: +24.00 Maximum vim: +24.00 Maximum pos.energy: +24.00 Maximum neg.energy: +24.00 Light radius: +3 Infravision radius: +1 Size category: +1 Reduces paradox anomalies(equivalent to willpower): +12 A belt that goes around your waist. |
insulating rough leather belt insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +5% cold A belt that goes around your waist. |
monstrous rough leather belt of dampening monstrous rough leather belt of dampeningInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +7 (+0 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +6% acid / +6% fire / +6% lightning / +6% cold Physical save: +7 (+1 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt 'Shocklace' rough leather belt 'Shocklace'Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Effects on melee hit: * 20 arcane resource burn * 30% chance to daze Changes stats: +4 Dex / +3 Cun / +6 Lck Changes resistances: +5% arcane Changes resistances penetration: +15% lightning Trap disarming bonus: +5 Stealth bonus: +6 Physical save: +12 (+1 eff.) Infravision radius: +4 A belt that goes around your waist. |
Bethenor the Pitchravage (0 def, 15 armour) Bethenor the Pitchravage (0 def, 15 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +8 (+0 eff.) Armour: +15 Fatigue: -22% Changes stats: +10 Str / +6 Wil / +15 Con Changes resistances: +6% darkness / +12% temporal Changes resistances penetration: +10% physical Changes damage: +9% temporal / +21% darkness / +10% physical Maximum encumbrance: +86 Physical save: +72 (+9 eff.) Spell save: +12 (+2 eff.) Mental save: +13 (+1 eff.) Stamina each turn: +0.80 Maximum life: +57.00 Mindpower: +9 (+1 eff.) Infravision radius: +3 Movement speed: +10% Size category: +1 It can be used to activate talent Blindside, placing all other charms into a 13 cooldown : Effective talent level: 1.0 Power cost: 13 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 64 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour) stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +8 Lck / +5 Dex Stealth bonus: +9 Stamina each turn: +0.80 Maximum stamina: +21.00 A pair of boots made of leather. |
undeterred pair of rough leather boots of evasion (13 def, 1 armour) undeterred pair of rough leather boots of evasion (13 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +13 (+2 eff.) Fatigue: +1% Silence immunity: +26% Confusion immunity: +26% Stun/Freeze immunity: +26% It can be used to activate talent Evasion, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 43% chance to completely evade them and granting you 73 defense for 19 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
Eremudusta the Daykin (0 def, 8 armour) Eremudusta the Daykin (0 def, 8 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +44 (+5 eff.) Armour penetration: +30 Armour: +8 Effects on melee hit: * 30% chance to gain 10% of a turn Damage (Melee): 15 blight / 35 temporal Damage (Ranged): 40 temporal Damage when hit (Melee): 12 temporal Changes stats: +5 Str / +26 Dex / +6 Mag / +5 Wil / +19 Cun / +5 Con Changes resistances: +9% blight / +30% temporal / +13% light / +9% darkness Changes damage: +11% blight / +17% temporal Talent mastery: +0.20 Technique / Grappling Mental save: +13 (+1 eff.) Disarm immunity: +42% Maximum life: +72.00 Infravision radius: +5 When used to modify unarmed attacks: Power: 200% Range: 1.4x Uses stats: 87% Wil, 50% Mag, 97% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +41 Armour Penetration: +35 Physical crit. chance: +21.0% Attack speed: 83% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Soul Rot (20% chance level 5). When this weapon hits: Perfect Strike (30% chance level 5). On weapon hit: * 30% chance to gain 10% of a turn Damage (Melee): +8 temporal Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +12 blight / +44 light / +50 darkness It can be used to activate talent Starfall, placing all other charms into a 10 cooldown : Effective talent level: 1.0 Power cost: 10 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 186.32 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Power: 177% Range: 1.4x Uses stats: 87% Wil, 97% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
sand voratun gauntlets of strength (+4) (0 def, 10 armour) sand voratun gauntlets of strength (+4) (0 def, 10 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +10 Damage (Melee): 10 physical Changes stats: +4 Str Changes damage: +5% physical When used to modify unarmed attacks: Power: 196% Range: 1.4x Uses stats: 87% Wil, 97% Cun, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 5). Burst (radius 1) on hit: +8 physical Burst (radius 2) on crit: +10 physical Metal gloves protecting the hands up to the middle of the lower arm. |
scouring mega tauntlets of the juggernaut (0 def, 8 armour) scouring mega tauntlets of the juggernaut (0 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Effects when hit in melee: * 35% chance to reduce powers by 20% * 34 arcane resource burn Changes stats: +6 Con Talent granted: +5 Block Physical save: +30 (+3 eff.) Spell save: +31 (+5 eff.) Mental save: +10 (+1 eff.) Disarm immunity: +50% Tauntlets behave like a shield, and allow you to block attacks. 104 block power. When used to modify unarmed attacks: Power: 191% Range: 1.4x Uses stats: 87% Wil, 80% Con, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 71% When this weapon hits: Juggernaut (10% chance level 1). On weapon hit: * 35% chance to reduce powers by 20% * 35 arcane resource burn Damage (Melee): +29 physical It can be used to activate talent Juggernaut, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 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 27% and provides a 15% chance to shrug off critical damage for 20 turns. A turtle shell fit with a simple strap. It covers the entire forearm. |
umbral small tauntlets of strength (+3) (0 def, 2 armour) umbral small tauntlets of strength (+3) (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +2 Damage (Melee): 6 darkness Changes stats: +3 Str Changes resistances: +6% darkness Changes damage: +3% darkness Talent granted: +1 Block Tauntlets behave like a shield, and allow you to block attacks. 11 block power. When used to modify unarmed attacks: Power: 176% Range: 1.4x Uses stats: 87% Wil, 80% Con, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 71% On weapon hit: * 6% chance to inflict damage reduction A turtle shell fit with a simple strap. It covers the entire forearm. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+1 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+1 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
cleansing rough leather cap of dexterity (+2) (0 def, 1 armour) cleansing rough leather cap of dexterity (+2) (0 def, 1 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +5% nature / +5% blight A cap made of leather. |
drakeskin leather cap 'Ce'Neselramira' (0 def, 11 armour) drakeskin leather cap 'Ce'Neselramira' (0 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances: +12% acid / +3% temporal / +10% cold / +12% fire / +14% lightning Changes resistances penetration: +10% temporal Changes damage: +9% mind / +9% temporal Stamina when hit: +2.80 Equilibrium when hit: +3.00 Infravision radius: +4 A cap made of leather. |
drakeskin leather cap 'Urahell' (0 def, 5 armour) drakeskin leather cap 'Urahell' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +24 Str / +18 Dex / +16 Wil Changes resistances: +11% acid / +13% blight / +30% fire / +28% cold / +13% lightning Physical save: +21 (+2 eff.) Mental save: +28 (+3 eff.) Stamina when hit: +3.00 Equilibrium when hit: +2.20 Maximum mana: +80.00 Spell crit. chance: +3% Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% A cap made of leather. |
hardened leather cap of strength (+2) (0 def, 3 armour) hardened leather cap of strength (+2) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Str A cap made of leather. |
miner's iron helm (0 def, 4 armour) miner's iron helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
Aerigayaba the voratun plate armour (9 def, 42 armour) Aerigayaba the voratun plate armour (9 def, 42 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Armour: +42 Defense: +9 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 28 light Changes stats: +1 Dex / +8 Wil Changes resistances: +42% acid / +19% physical / +55% darkness / +60% blight / +15% cold / +9% mind / +3% temporal Changes damage: +3% physical Allows you to breathe in: water Critical mult.: +15.00% Reduces incoming crit damage: 5.00% Physical save: +72 (+9 eff.) Light radius: +4 A suit of armour made of metal plates. |
Betaba the iron plate armour (3 def, 7 armour) Betaba the iron plate armour (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 16 blight Changes resistances: +18% lightning / +6% arcane Changes resistances penetration: +5% arcane Changes damage: +15% arcane / +6% blight Spell save: +12 (+2 eff.) A suit of armour made of metal plates. |
Splendourgrind (9 def, 16 armour) Splendourgrind (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +16 Defense: +9 (+1 eff.) Fatigue: +41% Damage (Melee): 23 acid / 21 fire Damage when hit (Melee): 16 acid / 16 fire / 20 blight Changes stats: +31 Str / +17 Wil / +18 Cun / +30 Con Changes resistances: +30% acid / +24% physical / +33% darkness / +6% blight / +70% fire / -20% light Changes resistances penetration: +10% light / +15% fire Maximum encumbrance: +10 Physical save: +35 (+4 eff.) Spell save: +10 (+2 eff.) Mental save: +57 (+7 eff.) Maximum life: +266.00 Light radius: +6 It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 49 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
searing steel plate armour of command (13 def, 15 armour) searing steel plate armour of command (13 def, 15 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +15 Defense: +13 (+2 eff.) Fatigue: +22% Damage (Melee): 13 acid / 14 fire Damage when hit (Melee): 11 acid / 11 fire Changes stats: +3 Cun Changes resistances: +17% acid / +17% fire Mental save: +16 (+2 eff.) A suit of armour made of metal plates. |
Betylaith the dwarven-steel shield (17 def, 2 armour, 100% power, 79 block) Betylaith the dwarven-steel shield (17 def, 2 armour, 100% power, 79 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Power: 216% Range: 1.2x Uses stats: 172% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +79 On weapon hit: * 20% chance to gain 10% of a turn * 19% chance to corrode armour On weapon crit: * smash the target with your shield crippling them Damage (Melee): +16 acid / +22 cold Burst (radius 2) on crit: +24 light / +28 darkness When wielded/worn: Physical crit. chance: +15.0% Physical power: +24 (+2 eff.) Armour: +2 Defense: +17 (+2 eff.) Ranged Defense: +8 (+0 eff.) Fatigue: +12% Effects on melee hit: * 40% chance to gain 10% of a turn Damage (Melee): 8 acid Damage when hit (Melee): 24 acid / 16 ice Changes stats: +4 Wil Changes resistances: +3% temporal / +11% darkness / +16% cold / +10% light / +24% fire Changes damage: +3% acid / +6% temporal Talent granted: +3 Block Critical mult.: +5.00% Maximum vim: +10.00 Deflect projectiles away: +12% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
Timekeeper (4 def, 2 armour, 100% power, 22 block) Timekeeper (4 def, 2 armour, 100% power, 22 block)Requires: - Strength 11 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 173% Range: 1.2x Uses stats: 172% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +22 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +6% Changes resistances: +5% temporal Talent granted: +1 Block Improves its stats based on your level. At levels 11, 21, 31 and 41 it blocks a new damage type. This is your shield. There are many like it, but this one is yours. You must master your shield as you master your life. |
crackling voratun shield of patience (12 def, 3 armour, 100% power, 204.5 block) crackling voratun shield of patience (12 def, 3 armour, 100% power, 204.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 223% Range: 1.2x Uses stats: 172% Wil, 50% Mag Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +204 Damage (Melee): +20 lightning / +20 temporal When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +14% Effects when hit in melee: * 20% chance to daze Damage when hit (Melee): 15 temporal Changes stats: +6 Dex Changes resistances: +20% lightning / +20% temporal Talent granted: +5 Block It can be used to activate talent Time Shield, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (542) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 44%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
sentry's quiver of ash arrows (47/47, 191% power, 12 apr) sentry's quiver of ash arrows (47/47, 191% power, 12 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 191% Range: 1.4x Uses stats: 101% Wil, 50% Mag, 99% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Physical crit. chance: +1.5% Capacity: 47 Turns elapse between self-loadings: 3 Arrows are used with bows to pierce your foes to death. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
418 alchemist agate 418 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
brutal iron pickaxe (dig speed 19 turns) brutal iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +6 (+0 eff.) Changes stats: +1 Str Critical mult.: +12.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (218 power, based on Willpower), costing 5 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+0 eff.) Light radius: +2 See stealth: +5 See invisible: +6 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. |
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. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 101 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 pearl 3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By W + M1 the Celestial Mindstabber level 67
7th Dusk 122nd year of Ascendancy at 19:10 see stats
By W + M1 the Celestial Mindstabber level 52
3rd Flare 122nd year of Ascendancy at 06:23 see stats
By W + M1 the Celestial Mindstabber level 114
75th Dusk 122nd year of Ascendancy at 06:40 see stats
By W + M1 the Celestial Mindstabber level 126
16th Haze 122nd year of Ascendancy at 01:54 see stats
By W + M1 the Celestial Mindstabber level 41
2nd Flare 122nd year of Ascendancy at 21:48 see stats
By W + M1 the Celestial Mindstabber level 66
3rd Flare 122nd year of Ascendancy at 17:53 see stats
By W + M1 the Celestial Mindstabber level 10
77th Pyre 122nd year of Ascendancy at 18:47 see stats
By W + M1 the Celestial Mindstabber level 20
4th Mirth 122nd year of Ascendancy at 22:48 see stats
By W + M1 the Celestial Mindstabber level 30
10th Mirth 122nd year of Ascendancy at 09:21 see stats
By W + M1 the Celestial Mindstabber level 40
2nd Flare 122nd year of Ascendancy at 21:35 see stats
By W + M1 the Celestial Mindstabber level 50
3rd Flare 122nd year of Ascendancy at 05:00 see stats
By W + M1 the Celestial Mindstabber level 78
52nd Dusk 122nd year of Ascendancy at 22:37 see stats
By W + M1 the Celestial Mindstabber level 44
3rd Flare 122nd year of Ascendancy at 02:00 see stats
By W + M1 the Celestial Mindstabber level 20
4th Mirth 122nd year of Ascendancy at 23:17 see stats
By W + M1 the Celestial Mindstabber level 147
4th Regrowth 123rd year of Ascendancy at 12:45 see stats
By W + M1 the Celestial Mindstabber level 34
10th Mirth 122nd year of Ascendancy at 20:32 see stats
By W + M1 the Celestial Mindstabber level 32
10th Mirth 122nd year of Ascendancy at 12:41 see stats
By W + M1 the Celestial Mindstabber level 120
75th Dusk 122nd year of Ascendancy at 13:31 see stats
By W + M1 the Celestial Mindstabber level 12
78th Pyre 122nd year of Ascendancy at 11:12 see stats
By W + M1 the Celestial Mindstabber level 36
10th Mirth 122nd year of Ascendancy at 20:46 see stats
By W + M1 the Celestial Mindstabber level 81
66th Dusk 122nd year of Ascendancy at 21:26 see stats
By W + M1 the Celestial Mindstabber level 34
10th Mirth 122nd year of Ascendancy at 20:12 see stats
By W + M1 the Celestial Mindstabber level 20
4th Mirth 122nd year of Ascendancy at 22:48 see stats
By W + M1 the Celestial Mindstabber level 127
19th Haze 122nd year of Ascendancy at 10:31 see stats
Log
Today is the 8th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 11:18.
Today is the 9th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:00.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving game...
Saving done.
Connection to online server lost, trying to reconnect.
Accepted quest 'Melinda, lucky girl'! (Press 'j' to see the quest log)
Connection to online server established.
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
W + M1 deactivates Lacerating Strikes.
W + M1 deactivates Precise Strikes.
W + M1 deactivates Thermal Aura.
W + M1 deactivates Momentum.
W + M1 deactivates Stone Vines.
W + M1 deactivates Kinetic Aura.
W + M1 deactivates Vulnerability Poison.
W + M1 deactivates Augmentation.
W + M1 is abandoned by the Stone's power.
W + M1 deactivates Dreamforge.
W + M1 deactivates Precision.
W + M1 deactivates Numbing Poison.
W + M1 deactivates Deadly Poison.
W + M1 deactivates Beyond the Flesh.