










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 50 / 2658% |
Size | medium |
Lifes / Deaths | Killed by overpowered greater multi-hued wyrm at level 48 on the 69th Pyre 123rd year of Ascendancy at 17:48 1 / 6Killed by overpowered greater multi-hued wyrm at level 48 on the 70th Pyre 123rd year of Ascendancy at 03:26 Killed by overpowered greater multi-hued wyrm at level 48 on the 70th Pyre 123rd year of Ascendancy at 04:49 Killed by necrotic abomination at level 50 on the 62nd Dusk 123rd year of Ascendancy at 02:31 Killed by Grushnak, Battlemaster of the Pride at level 50 on the 72nd Haze 123rd year of Ascendancy at 05:22 Killed by shadow at level 50 on the 73rd Haze 123rd year of Ascendancy at 11:25 |
Primary Stats
Strength | 42 (base 21) |
Dexterity | 77 (base 63) |
Constitution | 27 (base 15) |
Magic | 109 (base 64) |
Willpower | 56 (base 24) |
Cunning | 97 (base 66) |
Resources
Psi | 116/116 |
Mana | 394/394 |
Equilibrium | 30 |
Vim | 362/450 |
Life | 1158/1174 |
Positive | 0/177 |
Stamina | 380/380 |
Paradox | 6 |
Healing Factor | 1.1294416243655 |
Regeneration | 0.28236040609138 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +165% |
Vision
Sight | 10 |
Lite | 18 |
Infravision | 8 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 65 |
Accuracy | 71 |
Crit Chance | 55% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 92 |
Crit Chance | 88% |
Speed | 1 |
Cooldown Reduction | 20 |
Offense: Mind
Mindpower | 55 |
Crit Chance | 38% |
Speed | 1 |
Offense: Damage Bonus
Acid | +8% |
Blight | +32% |
Arcane | +11% |
All | +2% |
Darkness | +32% |
Light | +47% |
Temporal | +41% |
Lightning | +14% |
Physical | +118% |
Nature | +11% |
Offense: Damage Penetration
Lightning | +30% |
Light | +10% |
Nature | +15% |
Arcane | +40% |
Physical | +70% |
All | 0% |
Defense: Base
Armour (hardiness) | 103.29086398471 (80%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 3 |
Physical Save | 41 |
Spell Save | 68 |
Mental Save | 54 |
Defense: Resistances
Acid | + 70%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 58%( 70%) |
All | + 15%( 70%) |
Mind | + 41%( 70%) |
Darkness | + 28%( 70%) |
Light | + 23%( 70%) |
Temporal | + 23%( 70%) |
Physical | + 54%( 70%) |
Lightning | + 68%( 70%) |
Fire | + 61%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 99% |
Poison Resistance | 70% |
Blind Resistance | 70% |
Silence Resistance | 100% |
Bleed Resistance | 70% |
Disarm Resistance | 49% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1556% for 10 turns and instantly restoring 78 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 925% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Psionic / Absorption | 1.00 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Spell / Earth | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Torture | 1.00 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Battle tactics | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Chants | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Corruption / Demonic strength | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented mobility | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Stone Skin |
talent | Chant of Resistance |
talent | Mitosis |
talent | Kinetic Shield |
talent | Reality Smearing |
talent | Elemental Harmony |
talent | Crystalline Focus |
talent | Skate |
talent | Essence of Speed |
talent | Abyssal Shield |
talent | Charged Shield |
talent | Beyond the Flesh |
beneficial effect | Tuning Paradox at a rate of -10 per turn. Spacetime Tuning |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Isynne the skeleton warrior. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Pickaxe to the Face. Escort: lone alchemist (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Eilinovea the skeleton warrior. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Precognition (+1 level(s)). | done |
You failed to protect the worried loremaster from death by master vampire. Escort: worried loremaster (level 7 of Dreadfell) | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2401. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 mind When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 mind Changes stats: +9 Mag / +10 Cun / +4 Con Changes resistances: +16% mind Changes damage: +30% darkness / +39% temporal / +30% light / +30% physical Talent granted: +1 Command Staff Critical mult.: +30.00% Vim when firing critical spell: +8.00 Maximum vim: +49.00 Maximum neg.energy: +50.00 Spellpower: +22 (+5 eff.) Spell crit. chance: +19% Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
Light source | ![]() Requires: - Level 35 Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 43% chance to blind Changes resistances penetration: +15% arcane / +15% lightning Changes damage: +15% blight / +9% light Critical mult.: +10.00% Mana each turn: +0.20 Mana when firing critical spell: +6.00 Maximum mana: +100.00 Maximum vim: +50.00 Spellpower: +6 (+1 eff.) Light radius: +9 Defense after a teleport: +21 Resist all after a teleport: +21% New effects duration reduction after a teleport: +21% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +9% acid / +6% cold / +3% nature Changes resistances penetration: +5% nature Changes damage: +9% nature / +6% acid Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() Requires: - Level 35 Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +2 Dex / +2 Wil / +8 Con Changes damage: +15% blight Silence immunity: +100% Confusion immunity: +99% Stun/Freeze immunity: +100% Infravision radius: +4 A pair of boots made of leather. This item has been sent to the Item's Vault. |
Tool | ![]() Requires: - Level 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 12 fire Changes stats: +8 Str Changes resistances: +9% fire / +9% temporal Mental save: +20 (+6 eff.) Disease immunity: +10% Silence immunity: +10% Lowers spell cool-downs by: 20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. This item has been sent to the Item's Vault. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 24 arcane / 8 acid Changes resistances: +12% acid / +20% physical / +6% arcane / +15% mind Changes resistances penetration: +15% arcane Changes damage: +9% arcane / +20% physical Rings can have magical properties. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() Requires: - Level 35 Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 16 mind / 4 lightning Changes resistances: +3% acid / +13% physical Grants telepathy: All Critical mult.: +25.00% Stamina each turn: +0.70 Equilibrium when hit: +0.16 Mental crit. chance: +1% Amulets can have magical properties. This item has been sent to the Item's Vault. |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% * Slows global speed by 58% * 40% chance to blind Damage (Melee): +4 light / +12 nature Burst (radius 2) on crit: +4 light When wielded/worn: Defense: +13 (+6 eff.) Effects on melee hit: * 20% chance to disease * Slows global speed by 43% * 20% chance to blind Damage when hit (Melee): 4 light Changes resistances: +9% light / +3% acid Changes damage: +6% light / +30% physical Talent granted: +1 Command Staff Vim when firing critical spell: +5.00 Maximum vim: +39.00 Spellpower: +25 (+5 eff.) Spell crit. chance: +15% Light radius: +5 It can be used to unleash an elemental blastwave, dealing 65.85 to 79.02 physical damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +24 (+5 eff.) Armour: +9 Damage (Melee): 19 arcane Damage when hit (Melee): 4 blight Changes stats: +10 Mag / +10 Wil / +6 Cun Changes resistances: +15% darkness / +10% arcane Changes resistances penetration: +15% lightning / +10% light Physical save: +9 (+3 eff.) Mental save: +24 (+7 eff.) Disarm immunity: +49% Maximum life: +73.00 Light radius: +2 Infravision radius: +4 When used to modify unarmed attacks: Power: 152% Range: 1.4x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +36 Armour Penetration: +15 Crit. chance: +23.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +16 light / +29 darkness / +9 arcane Burst (radius 2) on crit: +12 light It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +8 Mag / +6 Wil Changes resistances penetration: +10% arcane / +20% physical Changes damage: +12% lightning / +25% physical Critical mult.: +5.00% Mental save: +10 (+3 eff.) Mana each turn: +0.08 Mana when firing critical spell: +3.00 Vim when firing critical spell: +1.00 Spellpower: +11 (+2 eff.) Spell crit. chance: +6% A belt that goes around your waist. |
Cloak | ![]() Requires: - Level 35 Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +37 (+8 eff.) Armour penetration: +5 Defense: +3 (+1 eff.) Fatigue: -8% Changes stats: +4 Cun / +3 Dex Maximum life: +76.00 Maximum stamina: +38.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
Main armor | ![]() Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +24 (+8 eff.) Armour: +39 Defense: +5 (+2 eff.) Fatigue: +16% Changes stats: +5 Str / +9 Mag / +11 Wil / +2 Cun Changes resistances: +30% lightning / +13% physical / +13% acid / +13% cold / +21% nature / +13% fire Changes resistances penetration: +10% nature Mental save: +3 (+1 eff.) Spellpower: +22 (+5 eff.) Spell crit. chance: +10% Mindpower: +29 (+9 eff.) Mental crit. chance: +10% A suit of armour made of mail. This item has been sent to the Item's Vault. |
Inventory
![]() healing infusion (heal 80) 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 80 and cleanse 1 wound and 1 poison effect. 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. |
![]() 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: 6 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 315 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 6 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 325 and cleanse 1 wound and 1 poison effect. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 22 for 11 turns. While Heroism is active, you will only die when reaching -1135 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 914% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() regeneration infusion (heal 393 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 393 life over 5 turns. 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. |
![]() 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 574 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() wild infusion (resist 30%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() controlled phase door rune of the psychic (range 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1749% for 10 turns and instantly restoring 87 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 664 damage for 6 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() wanderer's gold amulet of soulsearing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Changes stats: +8 Dex / +8 Cun / +8 Con Changes damage: +11% blight / +11% fire Critical mult.: +16.00% Life regen: +1.00 Stamina each turn: +1.10 Spellpower: +11 (+2 eff.) Movement speed: +10% Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Requires: - Level 35 Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +1 Physical power: +36 (+12 eff.) Armour: +2 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +10 Cun / +2 Str Changes resistances: +4% physical Changes damage: +3% physical Life regen: +0.40 Hate when firing a critical mind attack: +3.00 Only die when reaching: -40.00 life Maximum hate: +13.00 Spellpower: +30 (+6 eff.) Mindpower: +26 (+8 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 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 43%. Rings can have magical properties. This item has been sent to the Item's Vault. |
![]() Requires: - Level 35 Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+3 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+15 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. This item has been sent to the Item's Vault. |
![]() Requires: - Level 15 Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+4 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. This item has been sent to the Item's Vault. |
![]() Requires: - Level 35 Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 darkness Changes stats: +10 Str / +10 Con Changes resistances: +6% darkness Changes damage: +9% darkness / +6% acid Physical save: +18 (+6 eff.) Spell save: +17 (+4 eff.) Mental save: +17 (+6 eff.) Life regen: +1.60 Maximum life: +100.00 Healing mod.: +28% Rings can have magical properties. This item has been sent to the Item's Vault. |
![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +17 Armour: +8 Defense: +37 (+15 eff.) Changes stats: +10 Cun / +11 Dex Changes resistances: +6% blight / +6% cold Cut immunity: +5% Knockback immunity: +15% Maximum stamina: +5.00 Healing mod.: +10% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 135% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Requires: - Level 35 Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Changes stats: +8 Cun / +9 Dex Changes resistances: +29% acid / +21% fire / +26% cold / +30% lightning Rings can have magical properties. This item has been sent to the Item's Vault. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +6 Changes stats: +10 Cun / +8 Dex Physical save: +6 (+2 eff.) Disease immunity: +15% Disarm immunity: +35% Pinning immunity: +33% Knockback immunity: +38% Teleport immunity: +25% Life regen: +1.50 Maximum life: +103.00 Healing mod.: +12% Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Effects on melee hit: * 37% chance to corrode armour by 30% Changes resistances: +12% darkness / +6% physical Reduces incoming crit damage: 18.00% Physical save: +49 (+16 eff.) Disarm immunity: +20% Stun/Freeze immunity: +49% Life regen: +4.30 Rings can have magical properties. |
![]() voratun ring 'Glintgrind' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Effects on melee hit: * 45% chance to blind Changes stats: +6 Str Changes damage: +18% light / +15% physical Reduces incoming crit damage: 22.00% Mental save: +10 (+3 eff.) Confusion immunity: +50% Maximum life: +50.00 Light radius: +4 Rings can have magical properties. |
![]() Requires: - Level 35 Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+5 eff.) Armour: +2 Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 22 bleed Changes stats: +12 Str / +5 Cun / +8 Con Changes resistances: +5% arcane / +2% physical Life regen: +1.40 Hate when firing a critical mind attack: +2.00 Maximum life: +90.00 Maximum hate: +13.00 Healing mod.: +18% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. This item has been sent to the Item's Vault. |
![]() thought-forged voratun battleaxe of evisceration (170% power, 4 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 47% chance to cause random gloom On weapon crit: * wounds the target for 7 turns: 14 bleeding, 55% reduced healing Damage (Melee): +35 mind When wielded/worn: Physical crit. chance: +20.0% Physical power: +19 (+6 eff.) Changes stats: +10 Cun / +10 Wil Massive two-handed battleaxes. |
![]() dwarven-steel dagger of nature (109% power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 109% Range: 1.3x Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes resistances: +6% all Changes resistances penetration: +8% nature Sharp, short and deadly. |
![]() flaming steel dagger of shearing (103% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 104% Range: 1.3x Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +9 fire When wielded/worn: Armour penetration: +8 Changes resistances penetration: +8% physical Changes damage: +8% physical Sharp, short and deadly. |
![]() slime-covered dwarven-steel dagger of massacre (129% power, 7 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * Slows global speed by 11% Sharp, short and deadly. |
![]() voratun dagger 'Fulasin' (146% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 16% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +16 blight / +12 acid Burst (radius 2) on crit: +12 acid When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Wil Changes resistances penetration: +5% acid / +12% physical Changes damage: +3% temporal Spell save: +6 (+1 eff.) Disease immunity: +27% Mana each turn: +0.12 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Sharp, short and deadly. |
![]() warbringer's dwarven-steel dagger (116% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 116% Range: 1.3x Uses stats: 27% Wil, 27% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +4 Con Changes resistances penetration: +8% physical Disarm immunity: +20% Sharp, short and deadly. |
![]() warbringer's stralite greatmaul of crippling (166% power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 166% Range: 1.5x Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +19.0% Physical power: +16 (+5 eff.) Changes stats: +9 Con Changes resistances penetration: +19% physical Disarm immunity: +31% Massive two-handed mauls. |
![]() blazebringer's dwarven-steel longsword of crippling (123% power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 123% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +12 fire When wielded/worn: Physical crit. chance: +11.0% Changes resistances penetration: +11% fire Global speed: +4% Sharp, long, and deadly. |
![]() elemental steel longsword of ruin (113% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 113% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Changes resistances penetration: +11% acid / +11% fire / +11% lightning / +11% cold Critical mult.: +14.00% Sharp, long, and deadly. |
![]() quick dwarven-steel longsword of torment (124% power, 4 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 124% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 111% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +5 Dex Changes resistances penetration: +10% mind / +10% darkness Sharp, long, and deadly. |
![]() caustic voratun mace of the leech (158% power, 6 apr) Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 158% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 35% chance to corrode armour by 30% * Slows global speed by 14% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 20 nature slow Changes resistances penetration: +15% acid Life regen: +2.00 Blunt and deadly. |
![]() stralite mace of the mystic (148% power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 148% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +5 Wil Spellpower: +13 (+3 eff.) Blunt and deadly. |
![]() Dayrupture (114% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +20 acid / +8 light Burst (radius 1) on hit: +12 acid When wielded/worn: Changes stats: +3 Mag Changes damage: +16% mind / +18% acid Life regen: +1.70 Vim when firing critical spell: +2.00 Maximum life: +50.00 Mindpower: +28 (+8 eff.) Mental crit. chance: +11% 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. |
![]() Xanurarin the thorny mindstar (97% power, 27 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +6.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Changes resistances: +14% darkness / +9% light Changes resistances penetration: +14% darkness Changes damage: +13% darkness / +15% physical Talent mastery: +0.20 Cursed / Darkness Blindness immunity: +34% Poison immunity: +30% Silence immunity: +30% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Healing mod.: +25% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() harmonious pulsing mindstar of flames (108% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural fire should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Power: 108% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 fire Changes resistances: +9% nature / +17% fire Changes resistances penetration: +9% nature / +16% fire Changes damage: +9% nature / +17% fire Talent mastery: +0.20 Wild-gift / Harmony Equilibrium when hit: +2.10 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Global speed: +4% 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. |
![]() resonating living mindstar of sand (115% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 physical Changes resistances: +10% mind / +19% physical Changes resistances penetration: +10% mind / +20% physical Changes damage: +9% mind / +20% physical Psi when hit: +1.70 Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +17% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 20 of target armor and 10% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 120% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% darkness Damage affinity(heal): +20% darkness Talent granted: +1 Command Staff Spell save: +15 (+3 eff.) Spellpower: +27 (+6 eff.) Spell crit. chance: +6% It can be used to cure up to 6 diseases or poisons (based on Magic), costing 10 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() ash magestaff 'Scorpionfurnace' (111% power, 3 apr, arcane element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +24 nature When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * Slows global speed by 45% Changes stats: +2 Str / +3 Dex / +3 Mag / +3 Cun / +4 Con Changes damage: +15% arcane Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Talent granted: +1 Command Staff Critical mult.: +14.00% Reduces incoming crit damage: 15.00% Maximum psi: +50.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
![]() elm magestaff of breaching (100% power, 2 apr, cold element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +5% cold Changes damage: +10% cold Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() ethereal elm magestaff of breaching (100% power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +13 (+6 eff.) Damage (Melee): 6 % chance of confusion Changes resistances penetration: +5% fire Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +1% Damage Shield penetration: +18% Staves designed for wielders of magic, by the greats of the art. |
![]() greater dragonbone starstaff (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% physical / +30% temporal / +30% darkness / +30% light Talent granted: +1 Command Staff Spellpower: +22 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() infernal elven-wood vilestaff of channeling (129% power, 5 apr, acid element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 27 fire Changes damage: +25% acid Talent granted: +1 Command Staff Critical mult.: +35.00% Mana each turn: +0.33 Spellpower: +37 (+8 eff.) Spell crit. chance: +4% See invisible: +17 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() surging yew vilestaff of breaching (120% power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% fire Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() Airnigh the stralite waraxe (134% power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 134% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +50 insidious poison / +12 fire / +8 nature Burst (radius 1) on hit: +20 lightning / +12 nature Burst (radius 2) on crit: +28 lightning When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +9% nature Changes resistances penetration: +20% lightning / +15% fire Changes damage: +9% acid / +12% nature One-handed war axes. |
![]() Chameruiblek (168% power, 6 apr) Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 168% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +11.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage Shield penetration (this weapon only): +40% When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +18 Physical power: +8 (+2 eff.) Armour: +4 Changes stats: +2 Wil Changes resistances penetration: +12% physical Physical save: +20 (+6 eff.) Maximum life: +20.00 One-handed war axes. |
![]() manaburning stralite waraxe of massacre (156% power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 156% Range: 1.4x Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 22 arcane resource burn One-handed war axes. |
![]() Requires: - Level 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +13 Defense: +14 (+7 eff.) Damage when hit (Melee): 20 light / 8 darkness Changes damage: +6% arcane / +9% light / +9% darkness Physical save: +20 (+6 eff.) Mental save: +15 (+5 eff.) Maximum life: +130.00 Maximum mana: +59.00 Maximum stamina: +65.00 Maximum hate: +20.00 Maximum psi: +38.00 Maximum vim: +40.00 Maximum pos.energy: +40.00 Maximum neg.energy: +40.00 Spellpower: +12 (+3 eff.) Light radius: +3 Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. This item has been sent to the Item's Vault. |
![]() Eleda the Eclipsecrypt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Damage when hit (Melee): 24 darkness / 12 mind Changes stats: +9 Wil Changes resistances penetration: +15% darkness Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Spell save: +11 (+2 eff.) Mental save: +9 (+3 eff.) Equilibrium when hit: +0.32 Psi when hit: +0.24 Mindpower: +10 (+4 eff.) Size category: +1 A belt that goes around your waist. |
![]() Requires: - Level 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Effects on melee hit: * 38% chance to daze at end of turn * 30% chance to corrode armour by 30% Changes stats: +6 Dex / +6 Cun / +6 Con Changes resistances: +6% arcane Changes resistances penetration: +10% lightning / +20% physical / +10% arcane / +10% acid Changes damage: +9% acid / +24% physical Mental save: +15 (+5 eff.) Mindpower: +10 (+4 eff.) Mental crit. chance: +15% A belt that goes around your waist. This item has been sent to the Item's Vault. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances: +15% lightning / +15% temporal Critical mult.: +31.00% Spell save: +9 (+2 eff.) Mana when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +100.00 A belt that goes around your waist. |
![]() Requires: - Level 35 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: -15% fire / +25% cold / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 410.04 cold damage and condensing the air into freezing vapors that deal 136.68 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. This item has been sent to the Item's Vault. |
![]() Requires: - Level 35 Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Physical power: +16 (+5 eff.) Armour: +18 Defense: +3 (+1 eff.) Fatigue: -10% Changes resistances penetration: +15% physical Changes damage: +12% physical Physical save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Only die when reaching: -50.00 life Maximum life: +40.00 Maximum stamina: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This item has been sent to the Item's Vault. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +11 Defense: +3 (+1 eff.) Changes stats: +7 Str / +4 Con Changes resistances: +39% blight / +30% cold / +49% nature Changes damage: +9% blight Physical save: +6 (+2 eff.) Stun/Freeze immunity: +15% Life regen: +5.80 Spellpower: +6 (+1 eff.) Light radius: +2 Healing mod.: +49% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() ancient cashmere robe of frost (+24%) (2 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Mag Changes resistances: +24% cold Changes resistances penetration: +11% temporal / +11% physical Changes damage: +14% temporal / +16% cold / +14% physical Reduces paradox anomalies(equivalent to willpower): +13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() ancient elven-silk robe of time (+20%) (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +10 Mag Changes resistances: +20% temporal Changes resistances penetration: +14% temporal / +15% physical Changes damage: +40% temporal / +20% physical Reduces paradox anomalies(equivalent to willpower): +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe of life (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +17% blight Life regen: +4.30 Maximum life: +88.00 Healing mod.: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy linen robe of lightning (+18%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Effects when hit in melee: * Slows global speed by 5% * 5 arcane resource burn Changes resistances: +18% lightning Changes damage: +12% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stargazer's silk robe of Angolwen (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Mag / +6 Wil / +5 Cun Changes damage: +17% light / +17% darkness Silence immunity: +44% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +26 (+5 eff.) Spell crit. chance: +9% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 24 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+4 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +3 Mag Spell save: +3 (+0 eff.) Silence immunity: +48% Confusion immunity: +50% Stun/Freeze immunity: +49% Lowers spell cool-downs by: 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. This item has been sent to the Item's Vault. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 10% Mag, 64% Cun, 24% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 174.03 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. This item has been sent to the Item's Vault. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Damage (Melee): 20 darkness Changes stats: +1 Str / +6 Mag / +8 Cun / +2 Con Changes resistances: +24% darkness / +10% light Changes resistances penetration: +15% arcane Changes damage: +11% darkness Critical mult.: +15.00% Mana each turn: +0.04 Mana when firing critical spell: +2.00 Spell crit. chance: +20% Mental crit. chance: +15% Infravision radius: +5 When used to modify unarmed attacks: Power: 151% Range: 1.4x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +24.0% Attack speed: 83% When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 15% chance to inflict 15% damage reduction Burst (radius 2) on crit: +35 light / +50 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 126.05 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. |
![]() voratun gauntlets 'Emomina' (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +15 Armour: +3 Changes stats: +4 Str / +9 Dex / +9 Cun Spell save: +30 (+7 eff.) Mental save: +20 (+6 eff.) Blindness immunity: +10% Stun/Freeze immunity: +20% Life regen: +7.20 Stamina each turn: +3.30 Psi each turn: +0.40 Maximum stamina: +38.00 Light radius: +2 Infravision radius: +2 See invisible: +3 When used to modify unarmed attacks: Power: 134% Range: 1.4x Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +25 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Second Wind (10% chance level 1). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+4 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 35 power out of 35/35) : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
![]() Requires: - Level 35 Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+4 eff.) Fatigue: +5% Damage when hit (Melee): 8 fire Changes stats: +2 Dex / +8 Wil / +3 Con Changes resistances: +15% blight / +22% mind / +5% arcane / +7% all Grants telepathy: Dragon Critical mult.: +15.00% Physical save: +15 (+5 eff.) Mental save: +42 (+12 eff.) Confusion immunity: +49% Light radius: +2 A cap made of leather. This item has been sent to the Item's Vault. |
![]() Undeathsnake the cashmere wizard hat (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 45% chance to daze at end of turn Damage when hit (Melee): 12 nature Changes resistances: +12% lightning / +12% mind / +15% nature Changes resistances penetration: +15% lightning / +37% nature Changes damage: +9% nature / +9% lightning Equilibrium when hit: +1.80 Psi when hit: +2.10 Hate when hit: +2.10 A pointy cloth hat, very wizardly... |
![]() bladed rough leather cap of trickery (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 physical Changes stats: +3 Str / +3 Dex / +3 Cun It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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 275.0 Physical damage. If the attack hits, the target is confused (44% 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 cap made of leather. |
![]() voratun mail armour of natural resilience (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Changes resistances: +16% nature / +20% blight Reduced damage from: +13% Unnatural A suit of armour made of mail. |
![]() hardened leather armour of the wind (14 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +14 Physical crit. chance: +8.0% Armour: +6 Defense: +14 (+7 eff.) Fatigue: +8% Stamina each turn: +1.10 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 112 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() searing drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 16 acid / 16 fire Changes resistances: +30% acid / +20% fire A suit of armour made of leather. |
![]() Isirin the dwarven-steel shield (8 def, 2 armour, 78 block) Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Physical power: +8 (+2 eff.) Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +4 Dex / +3 Mag Talent granted: +3 Block Critical mult.: +12.00% Physical save: +15 (+5 eff.) Blindness immunity: +15% Disarm immunity: +10% Pinning immunity: +45% Handheld deflection devices. |
![]() insidious quiver of yew arrows of warping (18/18, 137% power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 137% Range: 1.4x Uses stats: 30% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +2.0% Capacity: 18 On weapon hit: * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +60 insidious poison / +21 temporal / +21 physical Arrows are used with bows to pierce your foes to death. |
![]() quiver of dragonbone arrows 'Gechik' (21/54, 181% power, 29 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 181% Range: 1.4x Uses stats: 30% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +29 Crit. chance: +21.0% Capacity: 54 On weapon hit: * 60% chance to cause random gloom * 10% chance to crush the target Travel speed: +200% Damage (Ranged): +20 temporal / +30 gravity / +12 arcane / +4 blight Burst (radius 1) on hit: +4 blight / +16 temporal When wielded/worn: Ammo reloads per turn: +6 Arrows are used with bows to pierce your foes to death. |
![]() quiver of elven-wood arrows 'Boltflash' (22/22, 154% power, 14 apr) Requires: - Dexterity 35 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 154% Range: 1.4x Uses stats: 30% Wil, 42% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 22 On weapon hit: * 40% chance to corrode armour by 30% * Slows global speed by 60% * 10% chance to crush the target Damage (Ranged): +8 lightning / +26 gravity / +24 acid Burst (radius 1) on hit: +16 acid Burst (radius 2) on crit: +16 lightning / +8 acid Arrows are used with bows to pierce your foes to death. |
![]() onyx 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Requires: - Level 15 Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? This item has been sent to the Item's Vault. |
![]() Requires: - Level 35 Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight / 23 fire Changes resistances: +9% fire Changes damage: +6% arcane Critical mult.: +15.00% Spell save: +6 (+1 eff.) Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +13% Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. This item has been sent to the Item's Vault. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Changes resistances: +10% blight / +11% darkness Changes resistances penetration: +14% all Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Light radius: +6 Infravision radius: +6 See invisible: +12 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 7 turns, and deals 24 blight damage or heals 27 life. Creatures standing in the retch also have 5% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff, costing 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Requires: - Level 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. This item has been sent to the Item's Vault. |
![]() Requires: - Level 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+2 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. This item has been sent to the Item's Vault. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 705.96 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered 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. |
![]() hateful pouch of dwarven-steel shots of persecution (20/20, 143% power, 3 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 144% Range: 1.2x Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 On weapon hit: * disrupts spell-casting Damage (Ranged): +17 darkness Damage against: +14% Living / +20% Unnatural Shots are used with slings to pummel your foes to death. |
![]() high-capacity pouch of stralite shots of the leech (54/54, 155% power, 5 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 155% Range: 1.2x Uses stat: 92% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 54 On weapon hit: * Slows global speed by 17% * leeches stamina from the target When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
![]() overpowered voratun torque of charged psionic shield [power 301] (28 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 301 for 7 turns, putting all charms on cooldown for 28 turns. Torques are made by powerful psionics to store psionic powers. |
![]() steel torque of kinetic psionic shield 'Demonwitch' [power 59] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +8 Fatigue: -4% Damage when hit (Melee): 12 darkness / 30 physical Changes stats: +2 Con Changes resistances: +15% lightning Changes resistances penetration: +10% physical Critical mult.: +9.00% Infravision radius: +2 Healing mod.: +20% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 59 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
![]() Requires: - Level 35 Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 16 arcane Changes resistances: +15% acid Maximum wards: +3 physical / +5 mind / +5 darkness Changes resistances penetration: +30% blight Talent granted: +1 Ward Critical mult.: +20.00% Spell save: +45 (+11 eff.) Maximum mana: +139.00 Maximum vim: +30.00 Spellpower: +6 (+1 eff.) Infravision radius: +4 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 161 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. This item has been sent to the Item's Vault. |
![]() Requires: - Level 15 Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +9 Str / +3 Wil Changes resistances penetration: +25% physical Grants telepathy: Dragon Physical save: +30 (+10 eff.) Only die when reaching: -113.00 life Maximum life: +30.00 Maximum stamina: +20.00 It can be used to heal a target within range 8 (based on Willpower) for 120, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. This item has been sent to the Item's Vault. |
![]() overpowered elm wand of conjuration [power 169] (13 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a bolt of a random element with (base) damage 84 to 169, putting all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+5 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Pickaxe to the Face the Cornac Adventurer level 39
39th Pyre 123rd year of Ascendancy at 07:45 see stats
By Pickaxe to the Face the Cornac Adventurer level 32
4th Pyre 123rd year of Ascendancy at 04:00 see stats
By Pickaxe to the Face the Cornac Adventurer level 39
32nd Pyre 123rd year of Ascendancy at 08:00 see stats
By Pickaxe to the Face the Cornac Adventurer level 39
34th Pyre 123rd year of Ascendancy at 18:40 see stats
By Pickaxe to the Face the Cornac Adventurer level 46
65th Pyre 123rd year of Ascendancy at 02:38 see stats
By Pickaxe to the Face the Cornac Adventurer level 47
69th Pyre 123rd year of Ascendancy at 14:51 see stats
By Pickaxe to the Face the Cornac Adventurer level 50
33rd Dusk 123rd year of Ascendancy at 20:18 see stats
By Pickaxe to the Face the Cornac Adventurer level 44
61st Pyre 123rd year of Ascendancy at 05:37 see stats
By Pickaxe to the Face the Cornac Adventurer level 50
4th Flare 123rd year of Ascendancy at 20:32 see stats
By Pickaxe to the Face the Cornac Adventurer level 8
12nd Dusk 122nd year of Ascendancy at 03:57 see stats
By Pickaxe to the Face the Cornac Adventurer level 50
38th Haze 123rd year of Ascendancy at 03:35 see stats
By Pickaxe to the Face the Cornac Adventurer level 42
58th Pyre 123rd year of Ascendancy at 02:52 see stats
By Pickaxe to the Face the Cornac Adventurer level 35
25th Pyre 123rd year of Ascendancy at 10:44 see stats
By Pickaxe to the Face the Cornac Adventurer level 28
16th Regrowth 123rd year of Ascendancy at 08:31 see stats
By Pickaxe to the Face the Cornac Adventurer level 25
7th Regrowth 123rd year of Ascendancy at 00:21 see stats
By Pickaxe to the Face the Cornac Adventurer level 50
54th Haze 123rd year of Ascendancy at 11:53 see stats
By Pickaxe to the Face the Cornac Adventurer level 45
63rd Pyre 123rd year of Ascendancy at 19:33 see stats
By Pickaxe to the Face the Cornac Adventurer level 50
74th Haze 123rd year of Ascendancy at 05:43 see stats
By Pickaxe to the Face the Cornac Adventurer level 50
37th Haze 123rd year of Ascendancy at 16:43 see stats
By Pickaxe to the Face the Cornac Adventurer level 32
3rd Pyre 123rd year of Ascendancy at 22:27 see stats
By Pickaxe to the Face the Cornac Adventurer level 10
21st Dusk 122nd year of Ascendancy at 06:27 see stats
By Pickaxe to the Face the Cornac Adventurer level 20
71st Dusk 122nd year of Ascendancy at 22:52 see stats
By Pickaxe to the Face the Cornac Adventurer level 30
76th Regrowth 123rd year of Ascendancy at 03:06 see stats
By Pickaxe to the Face the Cornac Adventurer level 40
47th Pyre 123rd year of Ascendancy at 00:48 see stats
By Pickaxe to the Face the Cornac Adventurer level 50
1st Summertide 123rd year of Ascendancy at 12:29 see stats
By Pickaxe to the Face the Cornac Adventurer level 50
72nd Haze 123rd year of Ascendancy at 16:16 see stats
By Pickaxe to the Face the Cornac Adventurer level 50
37th Dusk 123rd year of Ascendancy at 09:44 see stats
By Pickaxe to the Face the Cornac Adventurer level 50
69th Dusk 123rd year of Ascendancy at 16:40 see stats
By Pickaxe to the Face the Cornac Adventurer level 21
17th Haze 122nd year of Ascendancy at 22:49 see stats
By Pickaxe to the Face the Cornac Adventurer level 32
13rd Pyre 123rd year of Ascendancy at 08:23 see stats
By Pickaxe to the Face the Cornac Adventurer level 8
18th Dusk 122nd year of Ascendancy at 18:31 see stats
By Pickaxe to the Face the Cornac Adventurer level 42
58th Pyre 123rd year of Ascendancy at 08:30 see stats
By Pickaxe to the Face the Cornac Adventurer level 32
4th Pyre 123rd year of Ascendancy at 04:00 see stats
By Pickaxe to the Face the Cornac Adventurer level 7
10th Flare 122nd year of Ascendancy at 01:05 see stats
By Pickaxe to the Face the Cornac Adventurer level 32
4th Pyre 123rd year of Ascendancy at 04:00 see stats
By Pickaxe to the Face the Cornac Adventurer level 50
53rd Haze 123rd year of Ascendancy at 10:48 see stats
By Pickaxe to the Face the Cornac Adventurer level 34
23rd Pyre 123rd year of Ascendancy at 03:51 see stats
By Pickaxe to the Face the Cornac Adventurer level 6
7th Flare 122nd year of Ascendancy at 20:35 see stats
By Pickaxe to the Face the Cornac Adventurer level 49
10th Mirth 123rd year of Ascendancy at 00:12 see stats
By Pickaxe to the Face the Cornac Adventurer level 28
16th Regrowth 123rd year of Ascendancy at 20:34 see stats
By Pickaxe to the Face the Cornac Adventurer level 18
52nd Dusk 122nd year of Ascendancy at 20:57 see stats
By Pickaxe to the Face the Cornac Adventurer level 37
30th Pyre 123rd year of Ascendancy at 12:10 see stats
By Pickaxe to the Face the Cornac Adventurer level 50
34th Haze 123rd year of Ascendancy at 07:19 see stats
Log
Pickaxe to the Face switches his weapons to: Mercy
Swordbreaker
Shantiz the Stormblade.
Today is the 74th Haze of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 21:10.
Pickaxe to the Face switches his weapons to: dragonbone vilestaff 'Glintbrand'
Muldir.
Pickaxe to the Face retunes the fabric of spacetime.
Pickaxe to the Face deactivates Charged Shield.
Pickaxe to the Face deactivates Arcane Combat.
Pickaxe to the Face deactivates Arcane Feed.
Pickaxe to the Face deactivates Elemental Harmony.
Pickaxe to the Face deactivates Beyond the Flesh.
Pickaxe to the Face deactivates Reality Smearing.
Pickaxe to the Face deactivates Essence of Speed.
Pickaxe to the Face deactivates Crystalline Focus.
Pickaxe to the Face deactivates Kinetic Shield.
Pickaxe to the Face deactivates Stone Skin.
Pickaxe to the Face deactivates Abyssal Shield.
Pickaxe to the Face deactivates Skate.
Pickaxe to the Face deactivates Mitosis.
Pickaxe to the Face deactivates Chant of Resistance.