Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.4 |
Addons | Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Exponential Leveling 1.4.3Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Steamtech UI 1.1.4 ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 141 / 73% |
Size | huge |
Lifes / Deaths | Killed by Zubogassra the bone giant at level 61 on the 19th Wealth 122nd year of Ascendancy at 10:53 0 / 7Killed by Liseldawen the skeleton magus at level 61 on the 19th Wealth 122nd year of Ascendancy at 12:48 Killed by Bethybeth the skeleton warrior at level 61 on the 19th Wealth 122nd year of Ascendancy at 13:04 Killed by Zubogassra the bone giant at level 61 on the 19th Wealth 122nd year of Ascendancy at 13:57 Killed by Anadoc's Inner Demon at level 85 on the 11st Shortage 122nd year of Ascendancy at 07:26 Killed by Belita the Guardian at level 120 on the 14th Steel 123rd year of Ascendancy at 07:03 Killed by minotaur at level 135 on the 19th Voratun 123rd year of Ascendancy at 15:58 |
Primary Stats
Strength | 284 (base 100) |
Dexterity | 183 (base 100) |
Constitution | 208 (base 100) |
Magic | 187 (base 100) |
Willpower | 228 (base 100) |
Cunning | 249 (base 62) |
Resources
Mana | 4524/4524 |
Equilibrium | 0 |
Life | 12725/12725 |
Positive | 1920/1920 |
Stamina | 2380/2380 |
Healing Factor | 1.57 |
Regeneration | 143.04039864323 |
Speed
Mental | +85.05% |
Attack | +95.05% |
Movement | +196% |
Spell | +95.05% |
Global | +139.1% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 22 |
See Invisible | 27 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 915 |
Accuracy | 142 |
Crit Chance | 434% |
APR | 84 |
Speed | 0.49 |
Offense: Spell
Spellpower | 144 |
Crit Chance | 100% |
Speed | 0.5126890540887 |
Offense: Mind
Mindpower | 151.9 |
Crit Chance | 100% |
Speed | 0.5126890540887 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 256.66 (100%) |
Defense | 112.44166666667 |
Ranged Defense | 113.775 |
Fatigue | 0 |
Physical Save | 135.77346458032 |
Spell Save | 132.32346458032 |
Mental Save | 139.02346458032 |
Defense: Resistances
All | + 37%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 50% |
Confusion Resistance | 44% |
Pinning Resistance | 54% |
Stun Resistance | 75% |
Poison Resistance | 20% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 50 damage for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 and cleanse 1 wound and poison effect. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (51% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 103 with a minimum range of 15. |
Class Talents
Technique / Berserker's strength | 1.30 |
| 13/5 |
| 9/5 |
| 8/5 |
| 7/5 |
Technique / Bloodthirst | 1.20 |
| 14/5 |
| 13/5 |
| 13/5 |
| 7/5 |
Technique / Archery training | 1.10 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Technique / Superiority | 1.30 |
| 8/5 |
| 8/5 |
| 7/5 |
| 9/5 |
Technique / Two-handed assault | 1.30 |
| 12/5 |
| 10/5 |
| 10/5 |
| 11/5 |
Technique / Warcries | 1.30 |
| 12/5 |
| 7/5 |
| 7/5 |
| 8/5 |
Cunning / Dirty fighting | 1.00 |
| 7/5 |
| 12/5 |
| 8/5 |
| 9/5 |
Technique / Combat veteran | 1.30 |
| 14/5 |
| 14/5 |
| 14/5 |
| 14/5 |
Technique / Combat techniques | 1.30 |
| 8/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 6/5 |
| 10/5 |
| 13/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 11/5 |
| 6/5 |
| 10/5 |
| 6/5 |
Celestial / Light | 0.80 |
| 10/5 |
| 8/5 |
| 6/5 |
| 6/5 |
Technique / Combat training | 1.30 |
| 12/5 |
| 14/5 |
| 12/5 |
| 12/5 |
| 7/5 |
Spell / Stone alchemy | 0.90 |
| 7/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Field control | 1.00 |
| 6/5 |
| 6/5 |
| 6/5 |
| 6/5 |
Technique / Conditioning | 1.30 |
| 12/5 |
| 12/5 |
| 6/5 |
| 6/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Shattering Impact |
talent | Onslaught |
talent | Precise Strikes |
talent | Roll With It |
talent | Slow Motion |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved Cunning by +2. | done |
You failed to protect the lost warrior from death by cold drake hatchling. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | done |
You failed to protect the temporal explorer from death by Anadoc. Escort: temporal explorer (level 2 of Heart of the Gloom) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Spit Poison (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have 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: 666. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed warg claw. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed faerlhing fang. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Loamminister the pair of voratun boots (24 def, 14 armour) Loamminister the pair of voratun boots (24 def, 14 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +4 (+0 eff.) Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +5 (+0 eff.) Armour: +14 Defense: +24 (+4 eff.) Fatigue: +4% Damage when hit (Melee): 20 nature / 4 mind Changes stats: +14 Str / +12 Con Changes resistances: +3% nature Changes damage: +10% physical Critical mult.: +9.00% Reduces incoming crit damage: 10.00% Life regen: +5.10 Spellpower: +6 (+1 eff.) Infravision radius: +3 Healing mod.: +30% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | bright alchemist's lamp of focus bright alchemist's lamp of focusCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes damage: +11% mind Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Baroyasin the Abyssravage (8 def, 20 armour) Baroyasin the Abyssravage (8 def, 20 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +8.0% Physical power: +18 (+2 eff.) Armour: +20 Defense: +8 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 8 lightning / 4 fire Changes stats: +22 Str / +5 Dex / +37 Wil / +5 Cun / +17 Con / +17 Lck Changes resistances: +15% physical / +40% light / +43% blight / +40% darkness / +7% arcane / +7% all Changes resistances penetration: +5% lightning / +15% fire / +5% arcane Changes damage: +3% lightning Physical save: +83 (+11 eff.) Mental save: +71 (+9 eff.) Spell crit. chance: +6% Mental crit. chance: +8% Infravision radius: +4 It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.6 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Balydrahir [power 4] (9 cooldown) Balydrahir [power 4] (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Armour penetration: +3 Damage when hit (Melee): 4 blight Changes stats: +3 Str / +3 Mag Maximum wards: +9 acid / +7 nature / +8 light Changes damage: +3% mind Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +5 Lay Web +2 Ward Life regen: +0.60 Healing mod.: +15% It can be used to remove up to 4 poisons or diseases from a target within range 12 (based on Willpower), putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 12 stamina. Natural totems are made by powerful wilders to store nature power. |
On fingers | Salodanne SalodanneInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +31 (+4 eff.) Armour penetration: +13 Physical power: +51 (+5 eff.) Defense: +15 (+2 eff.) Effects on melee hit: * 35% chance to cause random gloom Damage (Melee): 38 bleed Effects on ranged hit: * 36% chance to cause random gloom Damage (Ranged): 35 bleed Damage when hit (Melee): 16 acid Changes stats: +34 Str / +9 Dex / +6 Mag / +15 Wil / +34 Cun / +43 Con Changes resistances: +13% blight / +9% temporal / +13% nature Changes resistances penetration: +5% acid Reduces incoming crit damage: 15.00% Spell save: +18 (+3 eff.) Mental save: +12 (+2 eff.) Poison immunity: +20% Disease immunity: +26% Confusion immunity: +44% Hate when firing a critical mind attack: +6.00 Maximum stamina: +34.00 Maximum hate: +26.00 Mindpower: +26 (+3 eff.) Light radius: +2 See invisible: +6 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
On fingers | voratun ring 'Belarena' voratun ring 'Belarena'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +20 (+3 eff.) Effects on melee hit: * 39% chance to cause random gloom Damage (Melee): 42 bleed Effects on ranged hit: * 35% chance to cause random gloom Damage (Ranged): 44 bleed Changes stats: +3 Str / +9 Dex / +34 Mag / +8 Wil / +44 Cun Changes resistances: +18% mind Spell save: +36 (+5 eff.) Disarm immunity: +50% Pinning immunity: +44% Knockback immunity: +45% Mana each turn: +0.04 Hate when firing a critical mind attack: +6.00 Maximum life: +50.00 Maximum hate: +30.00 Spellpower: +34 (+4 eff.) Light radius: +2 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
Around waist | drakeskin leather belt 'Bethadassra' drakeskin leather belt 'Bethadassra'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +16 (+1 eff.) Armour: +15 Defense: +21 (+4 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +7 Str / +19 Dex / +12 Mag / +8 Wil / +19 Cun / +3 Con / +19 Lck Changes resistances: +15% lightning / +15% temporal / +9% blight / +14% fire / +6% mind / +15% cold Changes resistances penetration: +18% physical Changes damage: +18% physical Critical mult.: +14.00% Trap disarming bonus: +51 Stealth bonus: +30 Physical save: +44 (+6 eff.) Spell save: +37 (+5 eff.) Mental save: +20 (+3 eff.) Disarm immunity: +10% Pinning immunity: +10% Stun/Freeze immunity: +30% Mana each turn: +1.18 Maximum life: +105.00 Maximum mana: +174.00 Maximum stamina: +51.00 Maximum hate: +16.00 Maximum psi: +37.00 Maximum vim: +36.00 Maximum pos.energy: +40.00 Maximum neg.energy: +34.00 Light radius: +2 Infravision radius: +12 Size category: +1 Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
In main hand | Deepswire (80-128 power, 4 apr) Deepswire (80-128 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 80.0 - 128.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 111% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 52% chance to daze * 54% chance to disease * Random elemental explosion On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +28 light / +56 blight / +4 darkness Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +12 darkness Damage against: +40% Undead When wielded/worn: Accuracy: +82 (+10 eff.) Armour penetration: +21 Physical crit. chance: +42.0% Physical power: +21 (+2 eff.) Defense: +40 (+7 eff.) Damage when hit (Melee): 8 arcane Changes stats: +10 Str / +10 Dex / +2 Mag Changes resistances penetration: +24% acid / +21% physical / +24% lightning / +23% cold / +5% arcane / +24% fire Changes damage: +42% physical Spell save: +9 (+1 eff.) Disease immunity: +83% Disarm immunity: +136% Mana each turn: +0.04 Stamina when hit: +4.00 Spellpower: +2 (+0 eff.) Massive two-handed swords. |
On hands | Managorn (0 def, 3 armour) Managorn (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +28 (+4 eff.) Armour penetration: +15 Physical power: +20 (+2 eff.) Armour: +3 Damage (Melee): 13 acid Changes stats: +20 Str / +23 Dex / +26 Cun / +12 Con Changes resistances: +28% acid Changes damage: +11% acid Grants telepathy: Humanoid/Orc Talent cooldown: Double Strike (-3 turns) Reduces incoming crit damage: 19.00% Physical save: +118 (+15 eff.) Spell save: +19 (+3 eff.) Mental save: +38 (+5 eff.) Disarm immunity: +198% Infravision radius: +3 See invisible: +21 When used to modify unarmed attacks: Base power: 37.0 - 40.7 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +63 Armour Penetration: +15 Physical crit. chance: +46.0% Attack speed: 100% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Perfect Control (20% chance level 5). When this weapon hits: Set Up (30% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Juggernaut (20% chance level 2). Damage (Melee): +57 physical Burst (radius 2) on crit: +15 acid Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 2.6 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Hurumandur the voratun plate armour (39 def, 46 armour) Hurumandur the voratun plate armour (39 def, 46 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +24 (+2 eff.) Armour: +46 Defense: +39 (+6 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +26% Effects on melee hit: * 40% chance to gain 10% of a turn Damage when hit (Melee): 12 blight / 20 physical / 14 light Changes stats: +22 Str / +12 Mag / +49 Wil / +46 Cun / +13 Con Changes resistances: +58% lightning / +28% physical / +30% darkness / +6% light / +39% blight / +54% cold / +63% fire / +61% acid Changes damage: +9% arcane Talent cooldown: Rush (-5 turns) Critical mult.: +10.00% Mental save: +146 (+18 eff.) Disarm immunity: +40% Stun/Freeze immunity: +45% Knockback immunity: +55% Maximum life: +148.00 Spellpower: +18 (+2 eff.) Spell crit. chance: +10% Mindpower: +25 (+3 eff.) Mental crit. chance: +8% Light radius: +2 A suit of armour made of metal plates. |
Cloak | Curemarrow (13 def, 0 armour) Curemarrow (13 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +9 Defense: +13 (+2 eff.) Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 16 nature Changes stats: +2 Str / +8 Dex / +3 Wil / +11 Cun / +2 Con Changes resistances: +6% acid / +13% darkness / +13% fire / +3% nature / +13% light Changes resistances penetration: +35% acid / +8% darkness / +10% nature Changes damage: +6% acid / +12% lightning / +9% nature / +9% darkness Stealth bonus: +15 Physical save: +35 (+5 eff.) Mental save: +21 (+3 eff.) Only die when reaching: -150.00 life Maximum life: +89.00 Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | steel amulet of healing steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 1.6 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 636 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inventory
regeneration infusion (heal 447 over 5 turns) regeneration infusion (heal 447 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 447 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. |
regeneration infusion of the psychic (heal 1074 over 5 turns) regeneration infusion of the psychic (heal 1074 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1074 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 973 over 5 turns) regeneration infusion of the titan (heal 973 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: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 973 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
teleportation rune (range 86) teleportation rune (range 86)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: 16 Travel Speed: instantaneous Usage Speed: Spell (51% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 86 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Phoenixquake PhoenixquakeInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +5 Physical crit. chance: +4.0% Armour: +4 Defense: +6 (+1 eff.) Fatigue: -5% Changes resistances: +28% lightning / +3% fire Changes resistances cap: +3% all Changes resistances penetration: +20% fire Changes damage: +3% fire Talent masteries: +0.16 Technique / Combat veteran +0.16 Technique / Combat training Critical mult.: +12.00% Physical save: +11 (+2 eff.) Spell save: +26 (+4 eff.) Blindness immunity: +16% Stun/Freeze immunity: +52% Life regen: +1.70 Mana each turn: +0.08 Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Life regen: +1.10 Amulets can have magical properties. |
protective steel amulet of mastery (0.22 Technique / Combat veteran) protective steel amulet of mastery (0.22 Technique / Combat veteran)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +7 (+1 eff.) Changes resistances cap: +4% all Talent mastery: +0.22 Technique / Combat veteran Physical save: +15 (+2 eff.) Amulets can have magical properties. |
gold amulet 'Eilinulle' gold amulet 'Eilinulle'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Fatigue: -24% Damage (Melee): 11 light / 11 darkness Effects when hit in melee: * 10% chance to inflict damage reduction * 11% chance to blind Changes stats: +14 Dex / +8 Mag / +16 Cun / +14 Con Changes damage: +22% physical / +23% light / +14% temporal / +6% arcane / +6% mind / +24% darkness Grants telepathy: Demon/Minor Demon/Major Talent masteries: +0.27 Technique / Combat techniques +0.27 Technique / Conditioning Spell save: +9 (+1 eff.) Cut immunity: +70% Life regen: +5.20 Stamina each turn: +1.90 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +20.00 Spellpower: +11 (+1 eff.) Spell crit. chance: +10% Mindpower: +6 (+1 eff.) Movement speed: +20% Combat speed: +10% Healing mod.: +22% Damage Shield penetration: +30% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 0.8 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 485 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
restful gold amulet of the eclipse restful gold amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -8% Damage (Melee): 9 light / 11 darkness Effects when hit in melee: * 11% chance to inflict damage reduction * 11% chance to blind Changes damage: +11% light / +11% darkness Life regen: +2.40 Amulets can have magical properties. |
Xanygavena the stralite amulet Xanygavena the stralite amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +16 Defense: +22 (+4 eff.) Ranged Defense: +2 (+0 eff.) Changes stats: +17 Str / +18 Dex / +10 Mag / +17 Wil / +2 Con Changes resistances cap: +12% all Changes resistances penetration: +15% physical Changes damage: +16% light / +16% temporal / +14% darkness / +14% physical Talent masteries: +0.27 Technique / Bloodthirst +0.27 Technique / Archery training Physical save: +40 (+6 eff.) Teleport immunity: +5% Only die when reaching: -80.00 life Maximum life: +10.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +12% Healing mod.: +20% Amulets can have magical properties. |
Thunderlace the copper ring Thunderlace the copper ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +32 (+4 eff.) Armour penetration: +18 Physical power: +41 (+4 eff.) Armour: +4 Defense: +18 (+3 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 lightning Changes stats: +16 Str / +10 Dex / +4 Mag / +10 Cun / +14 Con Changes resistances: +24% fire / +3% light / +15% cold Changes damage: +12% fire / +10% all Reduces incoming crit damage: 20.00% Physical save: +9 (+1 eff.) Spell save: +21 (+3 eff.) Mental save: +9 (+1 eff.) Cut immunity: +10% Life regen: +0.20 Maximum stamina: +21.00 Spellpower: +30 (+4 eff.) Mindpower: +23 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
savior's copper ring savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +7 (+1 eff.) Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 29.32 cold and 49.85 physical damage (based on Willpower) each turn and knocking opponents back, costing 34 power out of 60/60. This azure ring seems to be always moist to the touch. |
steel ring 'Ulfufang' steel ring 'Ulfufang'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Damage when hit (Melee): 8 blight Changes stats: +7 Dex / +6 Mag / +6 Wil / +18 Cun Changes resistances: +18% acid / +26% darkness / +26% light / +14% blight / +16% fire / +18% lightning / +18% cold Changes resistances penetration: +15% arcane / +10% blight Changes damage: +13% darkness / +14% blight / +9% arcane / +3% mind / +13% light Mana each turn: +0.04 Vim when firing critical spell: +1.00 Maximum vim: +50.00 Spellpower: +13 (+2 eff.) Mindpower: +9 (+1 eff.) Rings can have magical properties. |
Yvyth the Kindlesweep (16-19.2 power, 2 apr, physical element) Yvyth the Kindlesweep (16-19.2 power, 2 apr, physical element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +8 light When wielded/worn: Physical power: +4 (+0 eff.) Changes stats: +2 Dex / +2 Mag Changes damage: +10% physical Grants telepathy: Dragon Talent granted: +1 Command Staff Mana each turn: +0.15 Maximum mana: +38.00 Maximum psi: +50.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Light radius: +4 See invisible: +3 Staves designed for wielders of magic, by the greats of the art. |
Stormfront (20-30 power, 2 apr) Stormfront (20-30 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +10 lightning / +10 cold When wielded/worn: Changes damage: +10% lightning / +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Gorehacker the voratun battleaxe (54-81 power, 25 apr) Gorehacker the voratun battleaxe (54-81 power, 25 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.0 - 81.0 Uses stats: 50% Mag, 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +8.0% Attack speed: 111% On weapon crit: * splashes the target with acid * cripple the target Damage Shield penetration (this weapon only): +84% Damage (Melee): +28 acid / +28 cold Burst (radius 1) on hit: +12 nature Burst (radius 2) on crit: +4 arcane When wielded/worn: Accuracy: +38 (+5 eff.) Physical crit. chance: +34.0% Defense: +20 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +9 Dex Changes resistances: +3% fire Changes resistances penetration: +15% arcane / +5% nature Changes damage: +9% fire Disarm immunity: +45% Massive two-handed battleaxes. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 20 power out of 35/35) : Effective talent level: 3.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 372.65 fire damage, and flames will be left dealing a further 87.99 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stats: 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 12 power out of 20/20) : Effective talent level: 2.6 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 123% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by a temporary damage shield there is 70% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
thunderous steel greatmaul of evisceration (30-45 power, 2 apr) thunderous steel greatmaul of evisceration (30-45 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 30.0 - 45.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 16% chance to daze On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +13.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Mag / +5 Wil / +3 Cun / +3 Con Changes resistances penetration: +9% lightning Massive two-handed mauls. |
Khelyruigen the Blastmistress (78-117 power, 4 apr) Khelyruigen the Blastmistress (78-117 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 78.0 - 117.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 111% On weapon hit: * 40% chance to daze * 20% chance to torment the target * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +35 lightning Burst (radius 1) on hit: +12 lightning Burst (radius 2) on crit: +41 ice / +28 fire When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +21 Physical crit. chance: +38.0% Physical power: +21 (+2 eff.) Armour: +19 Changes stats: +10 Dex / +10 Con Changes resistances: +9% fire Changes resistances penetration: +36% physical / +21% darkness / +21% cold / +14% mind / +41% fire Changes damage: +3% mind / +17% physical Disarm immunity: +48% Maximum hate: +4.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% Global speed: +8% Massive two-handed mauls. |
Anendil the voratun greatsword (101-161.6 power, 4 apr) Anendil the voratun greatsword (101-161.6 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 101.0 - 161.6 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +28 mind Burst (radius 2) on crit: +42 ice / +28 fire When wielded/worn: Accuracy: +63 (+8 eff.) Armour penetration: +21 Physical crit. chance: +41.0% Physical power: +21 (+2 eff.) Armour: +21 Defense: +19 (+3 eff.) Changes stats: +9 Str / +10 Dex Changes resistances: +3% blight / +12% temporal / +3% mind / +3% light Changes resistances penetration: +17% physical / +21% darkness / +19% fire / +21% mind / +21% cold Changes damage: +38% physical Physical save: +23 (+3 eff.) Spell save: +30 (+4 eff.) Mental save: +3 (+0 eff.) Poison immunity: +15% Disarm immunity: +66% Confusion immunity: +10% Stamina when hit: +4.00 Global speed: +7% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed swords. |
Cyryta the iron longsword (12-16.8 power, 2 apr) Cyryta the iron longsword (12-16.8 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 7% chance to disease Damage (Melee): +12 acid / +7 temporal / +5 blight / +7 nature When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +10 (+2 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +6% fire Reduces incoming crit damage: 10.00% Disease immunity: +29% Disarm immunity: +45% Pinning immunity: +5% Sharp, long, and deadly. |
Porokira (42.5-59.5 power, 6 apr) Porokira (42.5-59.5 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +20 temporal / +19 mind / +15 nature Burst (radius 2) on crit: +30 ice / +20 fire When wielded/worn: Accuracy: +15 (+2 eff.) Armour: +14 Defense: +14 (+2 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 12 mind Changes stats: +3 Mag Changes resistances: +10% all Changes resistances penetration: +13% darkness / +15% nature / +12% cold / +25% mind / +15% fire Changes damage: +6% arcane Grants telepathy: Dragon Spell save: +20 (+3 eff.) Disarm immunity: +43% Spellpower on spell critical (stacks up to 3 times): +2 Mindpower: +2 (+0 eff.) Mental crit. chance: +3% Global speed: +6% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, long, and deadly. |
Gloralaith the voratun mace (61.5-86.1 power, 6 apr) Gloralaith the voratun mace (61.5-86.1 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 61.5 - 86.1 Uses stats: 50% Mag, 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% On weapon crit: * wounds the target reducing their healing Damage (Melee): +20 mind / +18 darkness Burst (radius 2) on crit: +20 ice Damage against: +20% Living When wielded/worn: Accuracy: +14 (+2 eff.) Physical crit. chance: +28.0% Physical power: +30 (+3 eff.) Armour: +15 Changes stats: +7 Dex / +3 Mag Changes resistances: +3% darkness Changes resistances penetration: +15% cold Reduces incoming crit damage: 5.00% Spell save: +12 (+2 eff.) Mental save: +6 (+1 eff.) Poison immunity: +15% Knockback immunity: +20% Teleport immunity: +5% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Blunt and deadly. |
Brenelezor the iron waraxe (19.5-27.3 power, 2 apr) Brenelezor the iron waraxe (19.5-27.3 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Base power: 19.5 - 27.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning Burst (radius 1) on hit: +8 fire When wielded/worn: Changes stats: +1 Wil Changes resistances penetration: +5% mind Mental save: +9 (+1 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +4.00 Heals friendly targets nearby when you use a nature summon: +50 One-handed war axes. |
Sunwilder (11-15.4 power, 2 apr) Sunwilder (11-15.4 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 53% chance to cause random gloom On weapon crit: * splashes the target with acid Damage (Melee): +15 acid / +9 mind / +4 light Burst (radius 1) on hit: +8 mind When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +2 Cun / +1 Wil Changes resistances: +3% light Changes damage: +9% light One-handed war axes. |
Undeathsage (10.5-14.7 power, 2 apr) Undeathsage (10.5-14.7 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 111% On weapon hit: * 20% chance to corrode armour On weapon crit: * cripple the target Damage (Melee): +9 cold Burst (radius 1) on hit: +4 nature When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +6.0% Damage when hit (Melee): 8 nature Changes stats: +2 Dex Changes resistances: +12% acid Changes resistances penetration: +5% acid Changes damage: +9% nature One-handed war axes. |
steel waraxe 'Shinewire' (10.5-14.7 power, 3 apr) steel waraxe 'Shinewire' (10.5-14.7 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 10.5 - 14.7 Uses stats: 50% Mag, 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 111% On weapon hit: * 20% chance to blind Damage (Melee): +24 insidious poison Burst (radius 2) on crit: +4 light When wielded/worn: Accuracy: +7 (+1 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +1 Dex Changes resistances: +3% light / +5% all Changes resistances penetration: +6% nature / +10% blight Changes damage: +6% light Light radius: +2 One-handed war axes. |
Earthwind the voratun waraxe (44.5-62.3 power, 6 apr) Earthwind the voratun waraxe (44.5-62.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 44.5 - 62.3 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +14.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease * Random elemental explosion On weapon crit: * wounds the target reducing their healing Damage (Melee): +14 blight / +42 insidious poison Burst (radius 1) on hit: +20 fire When wielded/worn: Physical crit. chance: +16.0% Physical power: +30 (+3 eff.) Damage when hit (Melee): 8 nature Changes stats: +3 Str / +6 Con Changes resistances penetration: +34% acid / +15% physical / +31% cold / +29% lightning / +34% fire Critical mult.: +3.00% Disease immunity: +35% Disarm immunity: +33% Maximum life: +60.00 One-handed war axes. |
iron dagger 'Zymas' (11-14.3 power, 5 apr) iron dagger 'Zymas' (11-14.3 power, 5 apr)Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Blight Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to disease * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +24 blight / +5 mind When wielded/worn: Physical crit. chance: +5.0% Damage when hit (Melee): 8 blight Changes resistances: +5% arcane Changes resistances penetration: +10% arcane It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, short and deadly. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 60% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 5 power out of 10/10) : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 280.91 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Ravenblow (37-48.1 power, 11 apr) Ravenblow (37-48.1 power, 11 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 37.0 - 48.1 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 24% chance to cause random gloom * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing Damage Shield penetration (this weapon only): +20% Damage (Melee): +14 temporal / +31 mind Burst (radius 1) on hit: +4 darkness / +14 fire When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +30 Physical crit. chance: +46.0% Physical power: +37 (+3 eff.) Effects on melee hit: * 61% chance to inflict damage reduction Damage when hit (Melee): 14 temporal Changes stats: +5 Str / +4 Wil / +5 Cun / +5 Con Changes resistances: +12% temporal Changes resistances penetration: +20% physical / +9% mind / +11% darkness Changes damage: +3% darkness / +22% physical Critical mult.: +39.00% Reduces incoming crit damage: 10.00% Disarm immunity: +21% Stamina each turn: +0.60 Stamina when hit: +2.00 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, short and deadly. |
Betusemira the Chargewitch (2.5-2.75 power, 12 apr, nature damage) Betusemira the Chargewitch (2.5-2.75 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 1 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. This mindstar projects psionic energy if enough is absorbed. This parasitic mindstar will draw strength from other psionic mindstars. This natural sand should be returned to the wyrm. This natural fire should be returned to the wyrm. Base power: 2.5 - 2.8 Uses stats: 30% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +10.5% Attack speed: 100% On weapon hit: * Slows global speed by 16% * 16% chance to corrode armour Damage (Melee): +4 mind Burst (radius 1) on hit: +20 mind When wielded/worn: Damage when hit (Melee): 8 physical / 16 fire Changes stats: +4 Cun / +4 Dex Changes resistances: +6% lightning / +8% physical / +8% darkness / +16% fire / +4% nature Changes resistances penetration: +8% darkness / +8% physical / +4% nature / +13% fire Changes damage: +18% lightning / +8% physical / +8% darkness / +4% acid / +25% fire / +4% nature / +9% cold Talent masteries: +0.20 Wild-gift / Harmony +0.20 Psionic / Projection +0.20 Cursed / Darkness +0.20 Psionic / Focus Critical mult.: +9.00% Reduces incoming crit damage: 5.00% Physical save: +8 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Blindness immunity: +13% Equilibrium when hit: +3.60 Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +1% Infravision radius: +4 Global speed: +4% Life leech chance: +9% Life leech: +9% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+0 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 5 power out of 8/8) : Effective talent level: 1.6 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 401.32 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Growwell the vined mindstar (4.5-4.95 power, 18 apr, nature damage) Growwell the vined mindstar (4.5-4.95 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar hates not to be wrathful. This harmonious mindstar will complement other natural mindstars. This psionic mindstar dreams of an epiphany. This natural fire should be returned to the wyrm. The natural wyrm seeks an element. This psionic mindstar is wrathful to the hated. This natural mindstar summons a caller. This natural mindstar calls for a summoner. This natural venom should be returned to the wyrm. Base power: 4.5 - 5.0 Uses stats: 35% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * Slows global speed by 11% * 11% chance to corrode armour Damage (Melee): +12 arcane / +12 mind / +16 nature Burst (radius 2) on crit: +4 temporal When wielded/worn: Damage when hit (Melee): 14 acid / 5 physical / 6 darkness / 5 lightning / 28 fire / 5 mind / 6 cold Changes resistances: +16% acid / +5% physical / +26% fire / +13% mind / +5% cold / +6% nature / +6% lightning Changes resistances penetration: +17% acid / +6% physical / +9% darkness / +27% fire / +6% cold / +7% mind / +6% nature Changes damage: +20% acid / +9% physical / +16% darkness / +30% fire / +9% cold / +31% mind / +15% nature Talent mastery: +0.20 Wild-gift / Harmony Physical save: +6 (+1 eff.) Spell save: +35 (+5 eff.) Mental save: +10 (+1 eff.) Life regen: +0.80 Equilibrium when hit: +2.60 Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +8 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +3.00 Maximum mana: +20.00 Maximum psi: +26.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +10% Global speed: +6% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
hateful thorny mindstar of sand (8-8.8 power, 24 apr, nature damage) hateful thorny mindstar of sand (8-8.8 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural sand should be returned to the wyrm. Base power: 8.0 - 8.8 Uses stats: 40% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 physical Changes resistances: +14% physical Changes resistances penetration: +14% physical / +11% mind / +11% darkness Changes damage: +14% physical / +17% mind / +17% darkness Mindpower: +6 (+1 eff.) Mental crit. chance: +3% It can be used to activate talent Burrow, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 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 35 of target armor and 17% 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. |
summoner's thorny mindstar of balance (8.5-9.35 power, 24 apr, nature damage) summoner's thorny mindstar of balance (8.5-9.35 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This natural mindstar summons a caller. Base power: 8.5 - 9.4 Uses stats: 40% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Equilibrium when hit: +1.70 Mindpower: +11 (+1 eff.) Mental crit. chance: +7% 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. |
Malorand (13-14.3 power, 32 apr, mind damage) Malorand (13-14.3 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This mindstar will resonate with other psionic mindstars. This natural lightning should be returned to the wyrm. This natural mindstar summons a caller. The natural wyrm seeks an element. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +7.5% Attack speed: 100% Burst (radius 1) on hit: +8 mind When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 25 lightning / 6 physical / 9 darkness / 8 acid / 8 fire / 6 mind / 9 cold Changes stats: +4 Str / +6 Dex / +3 Mag / +4 Wil / +6 Cun / +4 Con Changes resistances: +19% lightning / +12% physical / +9% cold / +9% fire / +7% mind / +9% acid Changes resistances penetration: +17% lightning / +9% mind Changes damage: +16% lightning / +9% acid / +9% darkness / +60% mind Talent masteries: +0.60 Psionic / Voracity +0.60 Cursed / Dark sustenance Reduces incoming crit damage: 5.00% Physical save: +10 (+1 eff.) Life regen: +1.60 Equilibrium when hit: +2.18 Psi when hit: +2.10 Hate per kill: +14.00 Psi per kill: +15.00 Only die when reaching: -40.00 life Maximum life: +42.00 Maximum hate: +6.00 Mindpower: +54 (+7 eff.) Mental crit. chance: +23% Healing mod.: +5% Damage Resonance (when hit): +21% It can be used to inflict 414.30 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 12 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Shadowbliss the pulsing mindstar (13-14.3 power, 32 apr, mind damage) Shadowbliss the pulsing mindstar (13-14.3 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This harmonious mindstar will complement other natural mindstars. This mindstar projects psionic energy if enough is absorbed. This natural mindstar calls for a summoner. This honing mindstar will focus other psionic mindstars. This parasitic mindstar will draw strength from other psionic mindstars. This mindstar absorbs psionic energy that needs to be projected. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 57% chance to inflict damage reduction * 57% chance to cause random gloom Damage (Melee): +4 darkness Burst (radius 1) on hit: +8 mind When wielded/worn: Damage when hit (Melee): 4 blight / 18 mind / 22 darkness / 4 lightning Changes stats: +10 Cun / +4 Wil Changes resistances: +27% lightning / +7% physical / +9% darkness / +9% blight / +21% fire / +8% nature / +21% cold Changes resistances penetration: +9% acid / +17% physical / +9% fire / +7% nature / +9% cold Changes damage: +42% lightning / +16% darkness / +49% fire / +17% nature / +13% acid / +19% physical / +6% blight / +49% cold / +44% mind Talent masteries: +0.40 Psionic / Focus +0.20 Wild-gift / Harmony +0.20 Psionic / Absorption +0.20 Psionic / Voracity +0.40 Psionic / Projection Critical mult.: +21.00% Physical save: +9 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Disease immunity: +21% Life regen: +1.70 Equilibrium when hit: +4.20 Hate when firing a critical mind attack: +4.00 Maximum life: +38.00 Maximum hate: +21.00 Mindpower: +13 (+2 eff.) Mental crit. chance: +9% Life leech chance: +21% Life leech: +21% 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. |
projecting pulsing mindstar of venom (12-13.2 power, 32 apr, mind damage) projecting pulsing mindstar of venom (12-13.2 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This natural venom should be returned to the wyrm. Base power: 12.0 - 13.2 Uses stats: 45% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 acid Changes resistances: +16% acid Changes resistances penetration: +12% acid Changes damage: +21% lightning / +21% fire / +17% acid / +15% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Life regen: +1.70 Mindpower: +8 (+1 eff.) Mental crit. chance: +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. |
living mindstar 'Eclipsebreak' (17.5-19.25 power, 40 apr, mind damage) living mindstar 'Eclipsebreak' (17.5-19.25 power, 40 apr, mind 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 hates not to be wrathful. The natural wyrm seeks an element. This mindstar projects psionic energy if enough is absorbed. This natural frost should be returned to the wyrm. Base power: 17.5 - 19.3 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction * 47% chance to disease Damage Shield penetration (this weapon only): +10% Damage (Melee): +12 blight Burst (radius 1) on hit: +8 blight When wielded/worn: Armour: +10 Damage when hit (Melee): 8 lightning / 10 physical / 10 acid / 10 fire / 10 cold / 8 arcane / 19 ice Changes resistances: +8% lightning / +7% physical / +10% blight / +10% fire / +28% cold / +10% acid Changes resistances penetration: +20% cold / +15% mind / +13% darkness Changes damage: +22% lightning / +25% darkness / +3% arcane / +9% nature / +25% fire / +24% mind / +42% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Critical mult.: +5.00% Disease immunity: +23% Life regen: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +50.00 Mindpower: +22 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar of sand (16-17.6 power, 40 apr, mind damage) living mindstar of sand (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 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. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 19 physical Changes resistances: +18% physical Changes resistances penetration: +16% physical Changes damage: +20% physical Mindpower: +10 (+1 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 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 35 of target armor and 17% 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. |
Poloda PolodaRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +6.0% Armour: +4 Fatigue: -2% Changes stats: +3 Dex / +1 Con Changes resistances: +3% nature Changes resistances penetration: +6% temporal / +19% physical Changes damage: +10% physical / +11% temporal Talent cooldown: Arrow Stitching (-1 turn) Spell save: +9 (+1 eff.) Blindness immunity: +10% Teleport immunity: +15% Longbows are used to shoot arrows at your foes. |
elm longbow of fire elm longbow of fireRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +5 fire When wielded/worn: Changes damage: +8% fire Longbows are used to shoot arrows at your foes. |
Drosta the Galeblast (18/96, 24.5-34.3 power, 13 apr) Drosta the Galeblast (18/96, 24.5-34.3 power, 13 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 1 Base power: 24.5 - 34.3 Uses stats: 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +13 Physical crit. chance: +1.0% Capacity: 96 Turns elapse between self-loadings: 0 On weapon hit: * 20% chance to daze * 53% chance to cause random gloom * 20% chance to curse the target * 10% chance to knock the target back * 10% chance to stun, blind, pin, or confuse the target * 25% chance to put talents on cooldown On weapon crit: * wounds the target Damage (Ranged): +8 lightning / +49 physical / +34 darkness / +44 blight / +8 bleed / +8 temporal Burst (radius 1) on hit: +4 lightning / +8 mind / +4 blight Burst (radius 2) on crit: +4 lightning / +8 mind / +8 blight Damage against: +8% Living Arrows are used with bows to pierce your foes to death. |
deadly quiver of yew arrows of erosion (20/20, 44-61.6 power, 10 apr) deadly quiver of yew arrows of erosion (20/20, 44-61.6 power, 10 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 44.0 - 61.6 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 20 Damage (Ranged): +5 nature / +5 temporal Arrows are used with bows to pierce your foes to death. |
Jetquill (10 def, 13 armour, 212 block) Jetquill (10 def, 13 armour, 212 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +13 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Effects on melee hit: * 45% chance to inflict damage reduction Effects when hit in melee: * 34% chance to daze * 59% chance to blind Damage when hit (Melee): 8 blight / 18 temporal Changes stats: +2 Str / +10 Dex / +10 Mag / +1 Wil / +14 Con Changes resistances: +63% lightning / +18% temporal / +47% light / +16% darkness Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Talent granted: +4 Block Mana each turn: +0.08 Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (643) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+2 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
caller's cured leather armour of the deep (2 def, 6 armour) caller's cured leather armour of the deep (2 def, 6 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +7% Changes resistances: +9% acid / +8% physical / +17% cold / +9% nature / +8% fire Allows you to breathe in: water A suit of armour made of leather. |
cured leather armour 'Nedir' (10 def, 4 armour) cured leather armour 'Nedir' (10 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +7.0% Physical power: +15 (+1 eff.) Armour: +4 Defense: +10 (+2 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +7% Damage (Melee): 14 acid / 12 fire / 7 arcane Damage (Ranged): 7 arcane Damage when hit (Melee): 12 acid / 12 fire / 12 blight Changes stats: +6 Str / +5 Dex / +7 Mag / +11 Wil Changes resistances: +14% lightning / +72% fire / +18% acid Changes damage: +18% blight Grants telepathy: Dragon Mana each turn: +0.22 Spellpower: +24 (+3 eff.) Spell crit. chance: +7% Mindpower: +16 (+2 eff.) Mental crit. chance: +6% See invisible: +6 Movement speed: +20% A suit of armour made of leather. |
Daimeyagas the Darkwire (10 def, 6 armour) Daimeyagas the Darkwire (10 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +8% Damage (Melee): 34 acid / 31 fire Damage when hit (Melee): 34 acid / 35 fire / 10 cold / 10 lightning Changes stats: +8 Str / +6 Dex / +1 Wil / +2 Cun / +2 Con Changes resistances: +53% acid / +3% darkness / +49% fire / +10% cold / +8% mind / +10% lightning Changes damage: +9% lightning / +6% darkness Grants telepathy: Demon/Minor Demon/Major Physical save: +11 (+2 eff.) Mental save: +19 (+2 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+3 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+1 eff.) Healing mod.: -15% It can be used to turn yourself invisible (power 83, based on Cunning and Magic) for 10 turns, costing 28 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
hardened steel mail armour of the deep (2 def, 15 armour) hardened steel mail armour of the deep (2 def, 15 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +15 Defense: +2 (+0 eff.) Fatigue: +14% Changes resistances: +18% acid / +7% physical / +9% fire / +8% lightning / +17% cold Allows you to breathe in: water A suit of armour made of mail. |
Marduthad the Glintminister (4 def, 79 armour) Marduthad the Glintminister (4 def, 79 armour)Requires: - Strength 38 - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +79 Defense: +4 (+1 eff.) Fatigue: -29% Damage (Melee): 20 acid / 18 fire Damage when hit (Melee): 14 acid / 15 fire Changes stats: +9 Cun / +12 Wil Changes resistances: +34% acid / +21% physical / +18% light / +35% lightning / +12% cold / +9% arcane / +63% fire Changes resistances penetration: +15% light Changes damage: +6% nature / +9% mind Physical save: +83 (+11 eff.) Spell save: +22 (+3 eff.) Mental save: +22 (+3 eff.) Life regen: +3.20 Maximum life: +84.00 Mental crit. chance: +3% Light radius: +3 Healing mod.: +26% A suit of armour made of mail. |
enlightening steel plate armour of thunder (4 def, 9 armour) enlightening steel plate armour of thunder (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Changes stats: +3 Str / +4 Mag / +6 Wil / +4 Cun Changes resistances: +11% lightning Mental save: +10 (+1 eff.) Spellpower: +12 (+2 eff.) Spell crit. chance: +5% Mindpower: +10 (+1 eff.) Mental crit. chance: +4% A suit of armour made of metal plates. |
stralite plate armour 'Thunderbiter' (33 def, 34 armour) stralite plate armour 'Thunderbiter' (33 def, 34 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +34 Defense: +33 (+6 eff.) Fatigue: +26% Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 18 physical / 12 light / 8 temporal Changes stats: +31 Str / +23 Wil / +25 Cun / +19 Con Changes resistances: +30% lightning / +9% temporal / +40% darkness / +26% fire / +37% acid / +39% physical / +23% blight / +35% cold / +9% mind Changes resistances penetration: +5% fire Talent cooldown: Rush (-10 turns) Allows you to breathe in: water Mental save: +115 (+14 eff.) Disarm immunity: +58% Stun/Freeze immunity: +72% Knockback immunity: +69% Life regen: +3.20 Equilibrium when hit: +0.12 Maximum life: +278.00 Maximum hate: +2.00 Mental crit. chance: +2% Light radius: +4 Healing mod.: +26% Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 54 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Prismwrither PrismwritherPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour: +7 Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 4 light Changes stats: +4 Wil / +6 Mag Changes resistances: +9% light Changes resistances penetration: +10% light Changes damage: +6% light Mana each turn: +0.18 Maximum mana: +25.00 Spell crit. chance: +4% Light radius: +1 It can be used to create a temporary shield that absorbs 197 damage, putting all charms on cooldown for 17 turns. A belt that goes around your waist. |
blurring rough leather belt of the mystic blurring rough leather belt of the mysticPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +9 (+2 eff.) Stealth bonus: +6 Mental save: +5 (+1 eff.) Spellpower: +3 (+0 eff.) A belt that goes around your waist. |
Beruroddachik BeruroddachikPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +11.0% Armour: +11 Defense: +11 (+2 eff.) Effects on melee hit: * 15% chance to corrode armour Changes stats: +1 Str / +5 Dex / +13 Mag / +10 Wil / +5 Cun Changes resistances: +11% blight / +6% physical / +11% light / +10% darkness Reduced damage from: +33% Summoned Critical mult.: +9.00% Physical save: +28 (+4 eff.) Mental save: +11 (+1 eff.) Mana each turn: +0.40 Only die when reaching: -60.00 life Maximum mana: +40.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +10% Mental crit. chance: +11% Healing mod.: +20% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
resilient linen cloak of fog (5 def, 0 armour) resilient linen cloak of fog (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +10% light / +10% fire Stealth bonus: +6 Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brenegarin the Scaldpanic (20 def, 0 armour) Brenegarin the Scaldpanic (20 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +20 (+3 eff.) Damage when hit (Melee): 12 lightning Changes stats: +5 Cun / +5 Wil Changes resistances: +3% lightning / +31% fire / +18% light Changes resistances penetration: +25% fire Changes damage: +3% lightning / +3% fire Stealth bonus: +9 Physical save: +11 (+2 eff.) Spell save: +15 (+2 eff.) Mental save: +12 (+2 eff.) Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of rough leather boots (0 def, 1 armour) insulating pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% fire / +6% cold A pair of boots made of leather. |
pair of iron boots of uncanny dodging (3 def, 3 armour) pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+0 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour) traveler's pair of iron boots of tirelessness (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +20 Physical save: +6 (+1 eff.) Stamina each turn: +0.30 Maximum stamina: +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Maximum encumbrance: +37 Physical save: +10 (+1 eff.) Stamina each turn: +0.90 Maximum stamina: +22.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
polar hardened leather gloves of dexterity (+3) (0 def, 2 armour) polar hardened leather gloves of dexterity (+3) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+2 eff.) Armour: +2 Damage (Melee): 8 cold Changes stats: +3 Dex Changes resistances: +6% cold Changes damage: +5% cold When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 40% Dex, 40% Cun, 50% Mag, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +3 Physical crit. chance: +8.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 3). Burst (radius 2) on crit: +7 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's drakeskin leather gloves of magic (+2) (0 def, 3 armour) brawler's drakeskin leather gloves of magic (+2) (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +2 Str / +5 Dex / +5 Mag / +3 Cun Changes damage: +8% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+1 eff.) When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 40% Cun, 40% Str, 50% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +10 Armour Penetration: +5 Physical crit. chance: +15.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 5). Damage (Melee): +9 arcane Burst (radius 2) on crit: +10 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Spell save: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Armour Penetration: +8 Physical crit. chance: +6.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 2). Damage (Melee): +12 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
heroic voratun gauntlets of strength (+6) (0 def, 9 armour) heroic voratun gauntlets of strength (+6) (0 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+2 eff.) Armour: +9 Changes stats: +6 Str Mental save: +13 (+2 eff.) Maximum life: +76.00 When used to modify unarmed attacks: Base power: 50.0 - 70.0 Uses stats: 40% Str, 40% Dex, 50% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Hanokalthokath the linen wizard hat (1 def, 0 armour) Hanokalthokath the linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +4 Dex / +8 Mag / +8 Wil Reduces incoming crit damage: 15.00% Physical save: +25 (+4 eff.) Mana each turn: +0.14 Spellpower: +11 (+1 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+2 eff.) It can be used to activate talent Instill Fear (costing 11 power out of 45/45) : Effective talent level: 2.0 Power cost: 11 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 55% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 45%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Crackletrencher the voratun helm (0 def, 5 armour) Crackletrencher the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 lightning Changes stats: +26 Str / +16 Dex Changes resistances: +11% acid / +21% darkness / +19% lightning / +12% cold / +9% nature / +15% fire Changes resistances penetration: +10% nature Changes damage: +6% nature Infravision radius: +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 aquamarine 13 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 10 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz 11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 amethyst 15 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 emerald 10 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 garnet 9 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
18 quartz 18 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
589 alchemist agate 589 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (225 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Ragibar (dig speed 1 turns) Ragibar (dig speed 1 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+0 eff.) Changes stats: +8 Str / +4 Dex / +4 Mag / +1 Wil / +8 Con Changes resistances: +9% acid / +8% fire / +7% darkness / +6% light Changes damage: +10% mind / +11% fire Grants telepathy: Dragon Spell save: +32 (+5 eff.) Mental save: +31 (+4 eff.) Confusion immunity: +10% Pinning immunity: +5% Maximum life: +63.00 Maximum mana: +44.00 Maximum stamina: +48.00 Spell crit. chance: +8% Light radius: +2 Infravision radius: +11 See invisible: +9 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe (dig speed 32 turns) dwarven-steel pickaxe (dig speed 32 turns)3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 114 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. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Anadoc the Dwarf Berserker level 102
26th Shortage 122nd year of Ascendancy at 02:04 see stats
By Anadoc the Dwarf Berserker level 102
22nd Shortage 122nd year of Ascendancy at 13:41 see stats
By Anadoc the Dwarf Berserker level 141
21st Voratun 123rd year of Ascendancy at 23:52 see stats
By Anadoc the Dwarf Berserker level 133
18th Voratun 123rd year of Ascendancy at 18:28 see stats
By Anadoc the Dwarf Berserker level 116
1st Steel 123rd year of Ascendancy at 01:18 see stats
By Anadoc the Dwarf Berserker level 17
5th Profit 122nd year of Ascendancy at 11:04 see stats
By Anadoc the Dwarf Berserker level 130
20th Steel 123rd year of Ascendancy at 22:46 see stats
By Anadoc the Dwarf Berserker level 51
8th Wealth 122nd year of Ascendancy at 02:03 see stats
By Anadoc the Dwarf Berserker level 46
6th Wealth 122nd year of Ascendancy at 17:07 see stats
By Anadoc the Dwarf Berserker level 49
7th Wealth 122nd year of Ascendancy at 19:26 see stats
By Anadoc the Dwarf Berserker level 19
39th Profit 122nd year of Ascendancy at 08:52 see stats
By Anadoc the Dwarf Berserker level 81
23rd Dearth 122nd year of Ascendancy at 07:12 see stats
By Anadoc the Dwarf Berserker level 10
29th Voratun 122nd year of Ascendancy at 20:13 see stats
By Anadoc the Dwarf Berserker level 20
41st Profit 122nd year of Ascendancy at 15:50 see stats
By Anadoc the Dwarf Berserker level 30
44th Profit 122nd year of Ascendancy at 14:39 see stats
By Anadoc the Dwarf Berserker level 40
5th Wealth 122nd year of Ascendancy at 14:55 see stats
By Anadoc the Dwarf Berserker level 50
7th Wealth 122nd year of Ascendancy at 20:22 see stats
By Anadoc the Dwarf Berserker level 77
13rd Dearth 122nd year of Ascendancy at 12:22 see stats
By Anadoc the Dwarf Berserker level 111
29th Iron 123rd year of Ascendancy at 21:49 see stats
By Anadoc the Dwarf Berserker level 43
6th Wealth 122nd year of Ascendancy at 07:36 see stats
By Anadoc the Dwarf Berserker level 31
44th Profit 122nd year of Ascendancy at 18:13 see stats
By Anadoc the Dwarf Berserker level 130
21st Steel 123rd year of Ascendancy at 07:35 see stats
By Anadoc the Dwarf Berserker level 8
28th Voratun 122nd year of Ascendancy at 12:09 see stats
By Anadoc the Dwarf Berserker level 75
13rd Dearth 122nd year of Ascendancy at 00:03 see stats
By Anadoc the Dwarf Berserker level 62
29th Wealth 122nd year of Ascendancy at 18:31 see stats
By Anadoc the Dwarf Berserker level 19
40th Profit 122nd year of Ascendancy at 19:13 see stats
By Anadoc the Dwarf Berserker level 36
5th Wealth 122nd year of Ascendancy at 02:47 see stats
By Anadoc the Dwarf Berserker level 20
41st Profit 122nd year of Ascendancy at 15:50 see stats
By Anadoc the Dwarf Berserker level 101
22nd Shortage 122nd year of Ascendancy at 09:32 see stats
Log
New Achievement: Arachnophobia (Uniques)!
Option unlocked: New Class: Sun Paladin (Celestial)
Today is the 22nd Voratun of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
There is an exit to the worldmap here (press '' or right click to use).
There is a A way into the caverns of Ardhungol here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Today is the 23rd Voratun of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 06:41.
Saving done.
There is a Unremarkable cave here (press '' or right click to use).
Today is the 24th Voratun of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:58.
Today is the 25th Voratun of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:15.
There is a Backdoor to the Vor Armoury here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Anadoc deactivates Roll With It.
Anadoc deactivates Precise Strikes.
Anadoc deactivates Shattering Impact.
Anadoc deactivates Onslaught.
Anadoc deactivates Slow Motion.
Anadoc deactivates Daunting Presence.