






Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Multi-Class Challenge (Slight Edit by Rae) 1.4.2Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, look at your Game Options for a new tab. Infinite Alchemy 1.2.5Adds an alchemy table to the Infinite Dungeon, that appears with roughly a 50% chance at each floor. Here you are allowed to brew potions (similar to those achievable from the alchemical brotherhood) and transmute items into artifacts (rewards and costs are somewhat similar to the quest-mechant from Last Hope, though there is a price-scale). Depending on what you pay for, transmuted items keep their item tier (option: lesser) get a bonus of one (option: greater) or two (option: superior) item tiers. When transmuting tier 5 (option: greater) or tier 4 and higher (option: superior) items, these become extraordinarily powerful. Version 1.1 Brewing potions additionally consumes gold now (starts at 0, +125 / created potion) Possessor Bonus Class 1.5.4Donators/Buyers bonus! Tweaked Arcane Aether 1.5.2Takes 0players fix for arcane permation (66 percent arcane 34 other resistance)(tweak disabled atm til toggleable and nonsuperloading), optional tweak for disruption shield (tweaks disruption shield to be useable at 33 percent, nerfs the damage cap to 1.75 instead of 2.00, and lowers cooldown by 5 to 25), includes altered version of expermental hate as optional tweak, made phase door rune work in controlled phased door areas as intended, optional tweak for nulls crystal races to allow steamtech for them, togglable tweak to the golemancy tree to fix golems to be changed to work with steamtech (golems don't need to pay gold for steamtech unlock) with tweaks to enable steamtech and taints, optional tweaks for disabling rares from using certain classes (allows you to disable rares from using hedgeknight, oozemancer, or any combination of the tinker classes, a togglable expermental hate option (included with premission and slight changes), option to revert inferno pettiness's hedgeknight boss toggle (if you use that mod anyway), optional toggle to disable most of hedgeknight's petal skills for npcs, and toggleable tweak for necromancy+ (enabling one of the skills to effect all summons). All current tweaks are optional (with some enabled by defualt but will only effect files if certain files are present). Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Highblade Class 1.3.1Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.5.0Donators/Buyers bonus! Gladiator 1.5.2Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. White Monk 1.4.9Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Hedgeknight Class 1.3.1"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.", Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Abomination Race 1.4.9Adds the undead abomination race. Abominations are the hideous result of callous necromancers fusing several dead bodies or loose appendages into one single being. They can augment themselves by assimilating more body parts to their being, even in the heat of battle. Abominations may grow considerably in size after being created and while such extra size may benefit them, growing too large slows them down. Their multitude of body parts makes them hardy and difficult to stun and their multitude of heads make their vision difficult to impair, however the vast amount of minds combined can make them more susceptible to confusion effects They have access to special abomination talents, that improve as they grow in size and constitution. Monk 1.1.5Monk for versions b42 and above. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Female |
Race | Skeleton |
Class | Spellsword |
Level / Exp | 53 / 74% |
Size | medium |
Lifes / Deaths | Killed by Deathwish's Inner Demon at level 52 on the 31st Dusk 123rd year of Ascendancy at 17:14 6 / 1 |
Primary Stats
Strength | 89 (base 43) |
Dexterity | 98 (base 63) |
Constitution | 81 (base 60) |
Magic | 95 (base 63) |
Willpower | 100 (base 63) |
Cunning | 107 (base 60) |
Resources
Life | 2542/2542 |
Mana | 259/259 |
Stamina | 174/174 |
Equilibrium | 0 |
Healing Factor | 2.3734494530164 |
Regeneration | 32.187441614585 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +120.1876542738% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 63.0861282496 |
See Invisible | 63.086128249601 |
Offense: Mainhand
Damage | 389 |
Accuracy | 64 |
Crit Chance | 63% |
APR | 33 |
Speed | 1.00 |
Offense: Spell
Spellpower | 76 |
Crit Chance | 40% |
Speed | 1 |
Offense: Mind
Mindpower | 83 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Blight | +17% |
Arcane | +17% |
Mind | +29% |
All | +8% |
Lightning | +17% |
Light | +27% |
Temporal | +37% |
Physical | +18% |
Darkness | +11% |
Fire | +14% |
Cold | +56% |
Offense: Damage Penetration
Darkness | +20% |
Cold | +56% |
Temporal | +5% |
Blight | +10% |
Fire | +25% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 45 (60.62317429406%) |
Defense | 67 |
Ranged Defense | 69 |
Fatigue | 0 |
Physical Save | 81 |
Spell Save | 78 |
Mental Save | 79 |
Defense: Resistances
Blight | + 51%( 70%) |
Arcane | + 43%( 70%) |
Cold | + 66%( 70%) |
All | + 43%( 70%) |
Darkness | + 57%( 70%) |
Light | + 52%( 70%) |
Temporal | + 56%( 70%) |
Lightning | + 49%( 70%) |
Physical | + 46%( 70%) |
Fire | + 52%( 70%) |
Nature | + 52%( 70%) |
Defense: Immunities
Stun Resistance | 10% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 50% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 123 with a minimum range of 15. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 415 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Dexterity stat. |
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 346 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 575 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Lightning cutter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Torrential sword | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Ice | 0.90 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Lifetide | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Windblade | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mending | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Petals | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Frost alchemy | 0.80 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Blazebrand | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Windcutter | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.10 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Tireless Combatant | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Stoneshield | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Precision | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Swordmaster | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Inner power | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Arcane veteran | 1.20 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Divination | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Trained Reactions |
talent | Revive |
talent | Frost Infusion |
talent | Arcane Stamina |
talent | Elemental Stance |
talent | Mana Focus |
talent | Water Stance |
talent | Arcane Armor |
talent | Elemental Destruction |
beneficial effect | The target's appearance has been altered. Cloak of Deception |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured wilder to the recall portal on level 2 of Daikara. Escort: injured wilder (level 2 of Daikara)As a reward you gained talent category Wild-gift / Fungus (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2178. | 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 aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Changes stats: +4 Dex / +8 Mag / +13 Cun / +6 Con Changes damage: +10% acid / +6% mind / +9% blight Physical save: +39 (+8 eff.) Mental save: +23 (+5 eff.) Disease immunity: +50% Life regen: +0.80 Spellpower: +10 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 185% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
On hands | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 14 lightning Damage when hit (Melee): 4 temporal Changes stats: +5 Con Changes resistances: +10% lightning / +3% light / +9% darkness Changes resistances penetration: +5% darkness Changes damage: +9% lightning Physical save: +27 (+5 eff.) Spell save: +9 (+2 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +50% Life regen: +3.10 Stamina each turn: +1.20 Maximum stamina: +40.00 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | ![]() Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 19 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom * Slows global speed by 36% * 30% chance to corrode armour by 30% Damage (Melee): 20 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 8 nature / 8 acid Changes stats: +18 Cun / +8 Wil Changes resistances: +9% fire / +40% cold Changes resistances penetration: +25% fire Changes damage: +3% acid / +6% fire / +20% cold Hate when firing a critical mind attack: +2.00 Maximum hate: +15.00 Mindpower: +15 (+3 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: 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 56%. Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Damage when hit (Melee): 8 light Changes resistances: +14% blight / +4% physical / +15% nature / +6% fire Changes damage: +9% arcane / +8% all Physical save: +18 (+4 eff.) Spell save: +52 (+10 eff.) Mental save: +14 (+3 eff.) Poison immunity: +30% Disease immunity: +30% Stun/Freeze immunity: +10% Spellpower: +10 (+3 eff.) Mindpower: +20 (+4 eff.) Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +15 Changes resistances: +3% temporal Changes resistances penetration: +10% mind / +5% temporal Changes damage: +6% temporal Critical mult.: +10.00% Physical save: +11 (+2 eff.) Spell save: +15 (+3 eff.) Mental save: +13 (+3 eff.) Cut immunity: +50% Healing mod.: +19% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 483 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | ![]() Requires: - Magic 35 - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 40% Wil, 76% Dex, 136% Mag Damage type: Physical Mastery: Silver Swordsman Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Main armor | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +19 Defense: +22 (+5 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +7 Cun / +10 Mag Changes resistances: +20% temporal / +13% light / +15% darkness Changes resistances penetration: +10% blight Changes damage: +19% light / +20% temporal Critical mult.: +20.00% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +5.00 Only die when reaching: -20.00 life Maximum life: +62.00 Spellpower: +4 (+1 eff.) Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | ![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Defense: +11 (+3 eff.) Effects on melee hit: * 35% chance to inflict 15% damage reduction * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 mind Changes stats: +6 Wil Changes resistances penetration: +15% darkness Changes damage: +3% temporal / +3% darkness / +15% mind Critical mult.: +16.00% Physical save: +16 (+3 eff.) Spell save: +16 (+3 eff.) Mental save: +27 (+6 eff.) Light radius: +3 See stealth: +17 See invisible: +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
Around waist | ![]() Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Changes stats: +11 Str / +10 Dex / +6 Mag / +14 Wil / +9 Cun Physical save: +25 (+5 eff.) Spell save: +20 (+4 eff.) Mental save: +19 (+4 eff.) Only die when reaching: -40.00 life Spell crit. chance: +6% Mindpower: +12 (+3 eff.) A belt that goes around your waist. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 18% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() sun infusion (rad 8; power 22; turns 3; dispels darkness) 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 brighten the area in a radius of 8 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 11). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 22) for 3 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 753.50 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 125.84 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 21 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 311.21 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 60 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 263.86 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 67 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 13. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 19) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 94.38 to 283.14 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 164.11 to 492.34 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 205.06 to 615.19 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() magic missile rune (172 arcane damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 18 Travel Speed: 600% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a Magic Missile that does 172 arcane damage and inflicts Spellshocked for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() magic missile rune (240 arcane damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 16 Travel Speed: 600% of base Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a Magic Missile that does 240 arcane damage and inflicts Spellshocked for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() shielding rune (absorb 216 for 5 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 216 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 364 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 462 damage for 7 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 445 damage for 7 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 636 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 551 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 91 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. |
![]() 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: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 34) for 23 turns. Your mind will become more receptive for 23 turns, allowing you to sense any humanoid around. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +4 Defense: +9 (+2 eff.) Damage when hit (Melee): 12 blight Changes stats: +10 Mag Changes resistances: +6% blight Changes resistances cap: +3% all Changes resistances penetration: +5% arcane Changes damage: +6% temporal / +6% light / +12% blight / +6% physical / +6% arcane / +6% darkness Physical save: +15 (+3 eff.) Spellpower: +5 (+1 eff.) Spell crit. chance: +3% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +4 Defense: +26 (+6 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +20 Lck / +10 Str Changes resistances: +3% blight / +14% physical / +5% arcane Physical save: +3 (+1 eff.) Blindness immunity: +15% Stamina each turn: +1.10 Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% temporal / +13% light / +13% darkness Mental save: +10 (+2 eff.) Blindness immunity: +38% Pinning immunity: +52% Stun/Freeze immunity: +10% Knockback immunity: +20% Only die when reaching: -20.00 life Infravision radius: +2 Sight radius: +2 See invisible: +5 Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +5 Str / +4 Dex / +10 Wil Changes resistances: +6% lightning / +9% fire / +5% arcane Changes damage: +6% physical Combat speed: +10% Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: -5% Changes resistances: +5% arcane Changes resistances cap: +3% all Changes resistances penetration: +10% arcane / +10% fire Changes damage: +7% blight / +16% fire / +12% arcane Critical mult.: +11.00% Physical save: +12 (+2 eff.) Life regen: +1.30 Spellpower: +7 (+2 eff.) Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +11 (+3 eff.) Changes stats: +9 Mag Changes resistances: +3% fire Changes resistances cap: +6% all Changes damage: +15% mind Physical save: +27 (+5 eff.) Disease immunity: +10% Stun/Freeze immunity: +15% Teleport immunity: +50% Hate when firing a critical mind attack: +2.00 It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 340 strength, based on Magic) for 5 turns, costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 14 light / 12 darkness Effects when hit in melee: * 14% chance to blind * 13% chance to inflict 15% damage reduction Damage when hit (Melee): 8 nature Changes resistances: +6% fire Changes resistances penetration: +10% fire Changes damage: +15% blight / +15% fire / +35% light / +14% darkness Critical mult.: +17.00% Physical save: +24 (+5 eff.) Spell save: +19 (+4 eff.) Mental save: +20 (+4 eff.) Spellpower: +14 (+4 eff.) Light radius: +1 Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +9 (+2 eff.) Damage when hit (Melee): 4 mind Changes stats: +2 Cun / +10 Wil Changes resistances: +27% light / +27% darkness Changes resistances cap: +7% all Changes resistances penetration: +20% arcane Physical save: +27 (+5 eff.) Spell save: +30 (+6 eff.) Blindness immunity: +45% Equilibrium when hit: +0.16 Maximum vim: +20.00 Amulets can have magical properties. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Ranged): 10 lightning Stun/Freeze immunity: +10% It can be used to activate talent Chain Lightning (costing 30 power out of 50/50) : Effective talent level: 1.1 Power cost: 30 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 47.92 to 143.76 damage and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() enraging steel amulet of the eclipse Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 9 light / 8 darkness Effects when hit in melee: * 9% chance to inflict 15% damage reduction * 8% chance to blind Changes damage: +7% physical / +9% light / +8% darkness Combat speed: +10% Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Fatigue: -5% Damage (Melee): 7 light / 7 darkness Effects when hit in melee: * 7% chance to inflict 15% damage reduction * 6% chance to blind Changes stats: +3 Str / +7 Dex / +4 Cun / +3 Con Changes resistances cap: +2% all Changes damage: +6% light / +7% darkness Critical mult.: +6.00% Physical save: +7 (+1 eff.) Life regen: +0.50 Stamina each turn: +0.50 Movement speed: +10% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +5% physical Talent mastery: +0.14 Technique / Magical combat Stamina each turn: +0.30 Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +11 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 darkness / 4 acid Changes stats: +4 Str / +13 Con Changes damage: +3% darkness / +3% acid Physical save: +12 (+2 eff.) Life regen: +0.80 Maximum life: +75.00 Healing mod.: +10% Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +33 (+8 eff.) Armour penetration: +17 Defense: +15 (+4 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +2 Str / +9 Dex / +2 Cun Changes resistances penetration: +20% blight Life regen: +1.70 Maximum life: +94.00 Healing mod.: +20% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+4 eff.) Damage when hit (Melee): 16 nature Changes stats: +11 Dex / +12 Cun / +7 Con Changes damage: +9% nature Physical save: +12 (+2 eff.) Healing mod.: +20% Rings can have magical properties. |
![]() Requires: - Level 25 Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. This item has been sent to the Item's Vault. |
![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 nature Changes resistances: +34% nature / +6% fire Changes resistances penetration: +10% fire Changes damage: +14% nature Blindness immunity: +44% Life regen: +1.40 Maximum life: +64.00 Infravision radius: +4 See stealth: +12 See invisible: +10 Healing mod.: +25% Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +30 (+5 eff.) Damage when hit (Melee): 8 arcane Changes stats: +9 Str / +2 Mag / +8 Con Changes resistances penetration: +5% arcane Changes damage: +6% light / +6% all Silence immunity: +50% Mana each turn: +0.38 Maximum mana: +40.00 Spellpower: +21 (+5 eff.) Mindpower: +15 (+3 eff.) Rings can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 19% chance to cause random gloom * 36% chance to inflict 15% damage reduction Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 8 light Changes stats: +10 Cun / +4 Con Changes resistances: +40% fire / +3% mind / +6% darkness Changes resistances penetration: +15% darkness / +10% mind Changes damage: +6% light / +20% fire Spell save: +19 (+4 eff.) Hate when firing a critical mind attack: +3.00 Maximum stamina: +37.00 Maximum hate: +15.00 Light radius: +1 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: 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 56%. Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +4 Str / +10 Dex / +10 Mag / +15 Cun Spell save: +20 (+4 eff.) Stun/Freeze immunity: +42% Life regen: +4.80 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Spell crit. chance: +1% Infravision radius: +3 Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+4 eff.) Fatigue: -10% Changes stats: +9 Dex Changes resistances: +3% temporal / +12% darkness / +15% blight / +3% fire / +11% nature Reduces incoming crit damage: 10.00% Maximum encumbrance: +39 Spell save: +9 (+2 eff.) Poison immunity: +27% Disease immunity: +30% Silence immunity: +10% Stun/Freeze immunity: +20% Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +6% nature Changes damage: +3% nature / +3% mind Mental save: +6 (+1 eff.) Disarm immunity: +23% Confusion immunity: +29% Pinning immunity: +20% Knockback immunity: +26% Psi when hit: +0.04 Maximum life: +22.00 Maximum psi: +10.00 Mindpower: +5 (+1 eff.) Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+3 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 52 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 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: Changes stats: +5 Mag / +8 Wil / +5 Cun Changes resistances: +6% fire Changes resistances penetration: +5% fire Changes damage: +6% mind Stun/Freeze immunity: +26% Life regen: +1.80 Hate when firing a critical mind attack: +3.00 Spellpower: +7 (+2 eff.) Mindpower: +6 (+1 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 24 fire Changes stats: +14 Mag / +8 Wil / +8 Cun / +4 Con Changes resistances: +6% fire Changes resistances penetration: +10% blight Changes damage: +6% blight / +9% fire Spell save: +20 (+4 eff.) Maximum stamina: +38.00 Spellpower: +30 (+7 eff.) Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +6 Mag / +5 Wil Changes resistances: +26% light / +3% mind Changes resistances penetration: +20% mind Changes damage: +13% light / +9% blight Spellpower: +15 (+4 eff.) Mindpower: +6 (+1 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Cun / +1 Dex Changes resistances: +6% acid Grants telepathy: Dragon Mental save: +7 (+2 eff.) Blindness immunity: +25% Confusion immunity: +20% Life regen: +0.60 Maximum life: +45.00 Infravision radius: +4 See stealth: +7 See invisible: +5 Healing mod.: +12% Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +17 Armour: +20 Defense: +17 (+4 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +10 Str / +8 Mag / +8 Wil / +2 Cun Changes damage: +3% acid Mental save: +30 (+6 eff.) Life regen: +0.80 Only die when reaching: -93.00 life Maximum psi: +20.00 Spellpower: +13 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 fire Changes stats: +8 Wil Changes resistances: +6% darkness / +6% fire Changes damage: +3% fire Mental save: +16 (+3 eff.) Spellpower: +8 (+2 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Defense: +6 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +32% acid / +3% nature Changes resistances penetration: +10% mind Changes damage: +16% acid Life regen: +1.00 Maximum life: +78.00 Movement speed: +13% Healing mod.: +18% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.3 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 33% for 5 turns. Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +20 Effects on melee hit: * 36% chance to daze at end of turn * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 21 bleed Damage when hit (Melee): 16 lightning Changes stats: +10 Str / +8 Dex / +17 Cun Changes resistances: +15% nature / +6% lightning Changes damage: +9% mind Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +7 Str / +5 Con Changes resistances: +17% acid / +17% fire / +20% lightning / +18% cold Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +20% lightning Changes damage: +10% lightning Maximum encumbrance: +21 Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 arcane / 4 temporal Changes resistances: +7% blight / +7% nature / +5% arcane Poison immunity: +12% Disease immunity: +14% Life regen: +1.40 Maximum life: +94.00 Healing mod.: +26% Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +1.0% Armour: +2 Defense: +12 (+3 eff.) Changes stats: +11 Dex / +7 Wil / +20 Cun / +4 Con Stamina each turn: +0.20 Mindpower: +13 (+3 eff.) Mental crit. chance: +4% Healing mod.: +10% Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +14 (+3 eff.) Effects on melee hit: * 24% chance to disease Damage when hit (Melee): 8 arcane / 8 blight Changes resistances: +5% arcane / +36% cold Changes resistances penetration: +10% arcane / +15% light Changes damage: +6% blight / +18% cold / +8% all Life regen: +1.70 Maximum life: +88.00 Spellpower: +15 (+4 eff.) Mindpower: +15 (+3 eff.) Light radius: +3 Healing mod.: +26% Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% lightning Changes damage: +11% lightning Rings can have magical properties. |
![]() Flameripper (57.5-86.25 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Silver Swordsman Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +70 insidious poison When wielded/worn: Accuracy: +21 (+5 eff.) Defense: +11 (+3 eff.) Ranged Defense: +11 (+3 eff.) Changes stats: +10 Dex Changes resistances: +6% nature / +3% fire / +9% light / +13% all Changes resistances penetration: +21% nature Changes damage: +6% fire Spell save: +6 (+1 eff.) Cut immunity: +15% Massive two-handed battleaxes. |
![]() truestriking voratun battleaxe of rage (56-84 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Silver Swordsman Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +37 (+9 eff.) Armour penetration: +20 Changes stats: +9 Str Changes resistances penetration: +21% physical Changes damage: +19% physical Stamina when hit: +4.00 Massive two-handed battleaxes. |
![]() chilling voratun dagger of daylight (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +15 light / +16 cold Damage against: +20% Undead Sharp, short and deadly. |
![]() dwarven-steel dagger of shearing (20-26 power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Armour penetration: +6 Changes resistances penetration: +9% physical Changes damage: +8% physical Sharp, short and deadly. |
![]() elemental stralite dagger of rage (27.5-35.75 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +4 Str Changes resistances penetration: +12% acid / +12% fire / +11% lightning / +12% cold Changes damage: +11% physical Stamina when hit: +2.00 Sharp, short and deadly. |
![]() steel dagger of crippling (11-14.3 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +6.0% Sharp, short and deadly. |
![]() truestriking iron dagger (10.5-13.65 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Changes resistances penetration: +6% physical Sharp, short and deadly. |
![]() truestriking steel dagger of projection (13-16.9 power, 6 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Changes resistances penetration: +8% physical Sharp, short and deadly. |
![]() truestriking steel dagger of torment (13-16.9 power, 6 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.0 - 16.9 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Changes resistances penetration: +8% physical / +7% mind / +7% darkness Sharp, short and deadly. |
![]() truestriking voratun dagger of crippling (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Physical crit. chance: +10.0% Changes resistances penetration: +9% physical Sharp, short and deadly. |
![]() truestriking voratun dagger of vileness (37-48.1 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 24% chance to disease Damage (Melee): +16 blight When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Changes resistances penetration: +11% physical Sharp, short and deadly. |
![]() Duvelathakor the Morningviper (68.5-102.75 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 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: 68.5 - 102.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 1) on hit: +28 fire When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +19 Armour: +6 Effects on melee hit: * 15% chance to blind Changes resistances: +3% cold Changes resistances penetration: +5% light / +21% physical Reduces incoming crit damage: 10.00% Pinning immunity: +10% Only die when reaching: -60.00 life Massive two-handed mauls. |
![]() Cyrida (62.5-100 power, 9 apr) Requires: - Magic 48 - Dexterity 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: 62.5 - 100.0 Uses stats: 40% Wil, 70% Dex, 120% Mag Damage type: Physical Mastery: Silver Swordsman Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +28 acid When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +38 Physical crit. chance: +2.0% Changes resistances: +9% fire Changes resistances penetration: +42% physical Changes damage: +21% physical Spell save: +37 (+7 eff.) Confusion immunity: +15% Massive two-handed swords. |
![]() acidic dwarven-steel greatsword of vileness (34.5-55.2 power, 2 apr) Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 Uses stats: 40% Wil, 70% Dex, 120% Mag Damage type: Physical Mastery: Silver Swordsman Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 26% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +27 blight / +20 acid Massive two-handed swords. |
![]() acidic stralite greatsword of evisceration (48-76.8 power, 3 apr) Requires: - Magic 35 - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stats: 40% Wil, 70% Dex, 120% Mag Damage type: Physical Mastery: Silver Swordsman Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 28 bleeding, 80% reduced healing * splashes the target with acid Damage (Melee): +19 acid When wielded/worn: Physical crit. chance: +19.0% Physical power: +19 (+3 eff.) Massive two-handed swords. |
![]() arcing steel greatsword of ruin (24.5-39.2 power, 2 apr) Requires: - Magic 16 - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.5 - 39.2 Uses stats: 40% Wil, 70% Dex, 120% Mag Damage type: Physical Mastery: Silver Swordsman Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Critical mult.: +16.00% Massive two-handed swords. |
![]() elemental dwarven-steel greatsword of torment (38.5-61.6 power, 2 apr) Requires: - Magic 24 - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.5 - 61.6 Uses stats: 40% Wil, 70% Dex, 120% Mag Damage type: Physical Mastery: Silver Swordsman Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Random elemental explosion * 20% chance to torment the target When wielded/worn: Changes resistances penetration: +19% acid / +16% darkness / +17% fire / +19% cold / +16% mind / +17% lightning Massive two-handed swords. |
![]() insidious steel greatsword of erosion (24-38.4 power, 2 apr) Requires: - Magic 16 - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stats: 40% Wil, 70% Dex, 120% Mag Damage type: Physical Mastery: Silver Swordsman Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +35 insidious poison / +16 temporal / +16 nature Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword (35.5-56.8 power, 2 apr) Requires: - Magic 24 - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8 Uses stats: 40% Wil, 70% Dex, 120% Mag Damage type: Physical Mastery: Silver Swordsman Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +16 Changes resistances penetration: +16% physical Massive two-handed swords. |
![]() truestriking stralite greatsword (48-76.8 power, 3 apr) Requires: - Magic 35 - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stats: 40% Wil, 70% Dex, 120% Mag Damage type: Physical Mastery: Silver Swordsman Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +16 Changes resistances penetration: +16% physical Massive two-handed swords. |
![]() Requires: - Magic 48 - Dexterity 48 Powered by arcane forces 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: 79.0 - 126.4 Uses stats: 40% Wil, 70% Dex, 120% Mag Damage type: Physical Mastery: Silver Swordsman Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 24% chance to disease * 40% chance to inflict 15% damage reduction * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +28 blight / +8 arcane When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% arcane Changes resistances penetration: +10% arcane / +10% darkness Changes damage: +3% temporal Disease immunity: +42% Massive two-handed swords. |
![]() Requires: - Magic 48 - Dexterity 48 Powered by arcane forces 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: 80.5 - 128.8 Uses stats: 40% Wil, 70% Dex, 120% Mag Damage type: Light Mastery: Silver Swordsman Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * Random elemental explosion * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +8 light Burst (radius 2) on crit: +8 temporal When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +3% light Changes resistances penetration: +24% acid / +10% light / +24% fire / +24% cold / +24% lightning Changes damage: +3% light Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed swords. |
![]() voratun greatsword of corruption (62-99.2 power, 4 apr) Requires: - Magic 48 - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stats: 40% Wil, 70% Dex, 120% Mag Damage type: Physical Mastery: Silver Swordsman Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 16% chance to inflict 15% damage reduction * 20% chance to curse the target Massive two-handed swords. |
![]() Blazeworth the dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +26 lightning Burst (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +20.0% Changes resistances penetration: +18% physical Changes damage: +29% lightning / +3% fire Critical mult.: +15.00% Mana each turn: +0.04 Spell crit. chance: +3% Damage Shield penetration: +41% Longbows are used to shoot arrows at your foes. |
![]() steady yew longbow of acid Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +15 acid When wielded/worn: Accuracy: +17 (+4 eff.) Physical crit. chance: +6.0% Changes damage: +24% acid Longbows are used to shoot arrows at your foes. |
![]() swiftstrike dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 Travel speed: +200% Longbows are used to shoot arrows at your foes. |
![]() warden's elven-wood longbow of true flight Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +20.0% Ammo reloads per turn: +8 Changes stats: +5 Mag Changes resistances penetration: +14% temporal / +20% physical Changes damage: +14% temporal / +20% physical Talent mastery: +0.30 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
![]() Vorarin the dwarven-steel longsword (33-46.2 power, 4 apr) Requires: - Magic 24 - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stats: 40% Wil, 58% Dex, 108% Mag Damage type: Physical Mastery: Silver Swordsman Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 14% chance to disease Damage (Melee): +14 blight / +14 light Burst (radius 1) on hit: +4 mind Damage against: +18% Undead When wielded/worn: Changes resistances: +3% acid / +6% temporal / +6% mind / +9% lightning Changes damage: +3% mind Grants telepathy: Demon/Minor Demon/Major Disease immunity: +22% Sharp, long, and deadly. |
![]() arcing steel longsword of phasing (14-19.6 power, 12 apr) Requires: - Magic 16 - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.0 - 19.6 Uses stats: 40% Wil, 58% Dex, 108% Mag Damage type: Physical Mastery: Silver Swordsman Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +30% Damage (Melee): +11 lightning Sharp, long, and deadly. |
![]() voratun longsword 'Polyth' (42.5-59.5 power, 6 apr) Requires: - Magic 48 - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 40% Wil, 58% Dex, 108% Mag Damage type: Physical Mastery: Silver Swordsman Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 1) on hit: +16 fire When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Armour: +6 Damage when hit (Melee): 8 arcane Changes resistances penetration: +15% physical Changes damage: +15% physical Disease immunity: +20% Disarm immunity: +15% Knockback immunity: +10% Sharp, long, and deadly. |
![]() Striketide (46-64.4 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect On weapon crit: * wounds the target for 7 turns: 26 bleeding, 77% reduced healing Damage (Melee): +20 nature When wielded/worn: Armour penetration: +15 Physical crit. chance: +29.0% Physical power: +11 (+2 eff.) Changes damage: +9% mind / +21% lightning Grants telepathy: Humanoid/Orc Critical mult.: +20.00% Mental save: +20 (+4 eff.) Psi when hit: +0.08 Blunt and deadly. |
![]() balanced dwarven-steel mace of rage (28.5-39.9 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +18 (+4 eff.) Defense: +11 (+3 eff.) Changes stats: +4 Str Changes damage: +10% physical Disarm immunity: +37% Stamina when hit: +1.60 Blunt and deadly. |
![]() absorbing vined mindstar of slime (4.5-4.95 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. Base power: 4.5 - 5.0 Uses stats: 75% Wil, 50% Mag, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 5% Changes resistances: +13% lightning / +11% fire / +13% cold Changes damage: +6% nature Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
![]() inquisitor's vined mindstar of balance (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 75% Wil, 50% Mag, 15% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 13 arcane resource burn On weapon crit: * burns latent spell energy When wielded/worn: Changes damage: +6% arcane Physical save: +4 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +5 (+1 eff.) Equilibrium when hit: +1.20 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
![]() ash vilestaff of protection (15-18 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +8% fire Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() blighted elven-wood magestaff of blasting (25-30 power, 5 apr, lightning element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 13% chance to disease Changes damage: +25% lightning Talent granted: +1 Command Staff Vim when firing critical spell: +5.00 Maximum vim: +33.00 Spellpower: +21 (+5 eff.) Spell crit. chance: +13% It can be used to unleash an elemental blastwave, dealing 135.71 to 162.86 lightning damage in a radius 5 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() dragonbone magestaff 'Airhacker' (30-36 power, 6 apr, fire element) Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn Damage (Melee): +12 lightning Burst (radius 1) on hit: +8 lightning When wielded/worn: Physical crit. chance: +15.0% Defense: +15 (+4 eff.) Effects on melee hit: * 20% chance to blind Changes stats: +7 Con Changes resistances: +9% blight / +3% darkness Changes resistances penetration: +10% lightning Changes damage: +12% lightning / +30% fire Talent granted: +1 Command Staff Critical mult.: +20.00% Life regen: +2.00 Spellpower: +23 (+5 eff.) Spell crit. chance: +5% Light radius: +8 Healing mod.: +24% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 149.36 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() dragonbone starstaff 'Goriath' (30-36 power, 6 apr, physical element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 34 fire Changes stats: +6 Mag / +6 Wil Changes resistances: +6% mind / +15% cold Changes damage: +30% physical Talent granted: +1 Command Staff Critical mult.: +37.00% Mental save: +15 (+3 eff.) Cut immunity: +15% Knockback immunity: +15% Maximum mana: +109.00 Spellpower: +42 (+9 eff.) Spell crit. chance: +9% See invisible: +20 It can be used to project a bolt elemental energy from the staff (to range 10) dealing 143.98 to 172.77 physical damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() earthen elven-wood starstaff of power (25-30 power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +9 Armour Hardiness: +10% Changes damage: +25% light Talent granted: +1 Command Staff Physical save: +9 (+2 eff.) Spellpower: +24 (+6 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() ethereal dragonbone vilestaff of wizardry (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +25 (+6 eff.) Damage (Melee): 11 % chance of confusion Changes stats: +5 Mag / +5 Wil Changes damage: +30% fire Talent granted: +1 Command Staff Maximum mana: +110.00 Spellpower: +33 (+7 eff.) Spell crit. chance: +5% Damage Shield penetration: +50% Staves designed for wielders of magic, by the greats of the art. |
![]() ethereal yew vilestaff of paradox (20-24 power, 4 apr, blight element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +14 temporal When wielded/worn: Defense: +19 (+5 eff.) Damage (Melee): 8 % chance of confusion Changes damage: +20% blight Talent granted: +1 Command Staff Spellpower: +14 (+4 eff.) Spell crit. chance: +3% Damage Shield penetration: +21% Staves designed for wielders of magic, by the greats of the art. |
![]() infernal elven-wood vilestaff of hiking (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 30 fire Changes damage: +25% darkness Talent granted: +1 Command Staff Critical mult.: +34.00% Maximum encumbrance: +25 Maximum stamina: +22.00 Spellpower: +20 (+5 eff.) Spell crit. chance: +4% See invisible: +7 Movement speed: +15% Staves designed for wielders of magic, by the greats of the art. |
![]() magewarrior's short ash starstaff of blasting (15-18 power, 3 apr, physical element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +7.0% Physical power: +8 (+2 eff.) Changes damage: +15% physical Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +20 (+5 eff.) Spell crit. chance: +12% It can be used to unleash an elemental blastwave, dealing 116.28 to 139.54 physical damage in a radius 3 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() yew starstaff of protection (20-24 power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +10% light Changes damage: +20% light Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() runic steel steamgun of true shot Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +8 When this weapon hits: Arcane Vortex (10% chance level 3). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +8.0% Changes stats: +4 Mag Changes damage: +9% arcane Spellpower: +8 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() steel steamgun of recursion Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Damage conversion: 32% temporal Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() steel steamgun of true shot Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +9.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() steel steamgun of true shot Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +9.0% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() chilling voratun steamsaw of patience (40-60 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +106 Damage (Melee): +24 cold Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 19 temporal Changes resistances: +17% temporal Talent granted: +3 Block Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 5.0 Power cost: 30 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 (529) is absorbed, or the time runs out (10 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 50%. The shield's max absorption will increase with your Spellpower. Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() flaming voratun steamsaw of reflection (41-61.5 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 41.0 - 61.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +100 Burst (radius 1) on hit: +18 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances: +17% light / +19% darkness Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() voratun steamsaw of corruption (40-60 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +86 On weapon hit: * 20% chance to inflict 15% damage reduction * 20% chance to curse the target Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() warded iron steamsaw of crippling (11-16.5 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 11.0 - 16.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +12 On weapon crit: * cripple the target Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +7.0% Armour: +2 Defense: +2 (+0 eff.) Fatigue: +4% Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Talents granted: +1 Ward +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Iseba (39.5-55.3 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Silver Swordsman Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 28% chance to disease * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage Shield penetration (this weapon only): +10% Damage (Melee): +29 blight / +8 mind Burst (radius 1) on hit: +16 mind When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +8 Changes stats: +3 Wil Changes resistances: +6% arcane Changes resistances penetration: +14% physical Mana each turn: +0.04 One-handed war axes. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +4 Fatigue: -2% Changes stats: +14 Dex / +12 Cun / +2 Con / +20 Lck Changes resistances: +12% light / +15% darkness Changes resistances penetration: +15% mind Trap disarming bonus: +60 Stealth bonus: +30 Life regen: +0.60 Maximum stamina: +10.00 Infravision radius: +15 A belt that goes around your waist. |
![]() Brightspiker Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 lightning / 12 fire Changes stats: +5 Mag Changes resistances: +18% fire Changes resistances penetration: +15% lightning / +15% temporal Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Mana each turn: +0.46 Maximum mana: +60.00 Spellpower: +11 (+3 eff.) Size category: +1 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 5.2 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 38% chance to evade melee and ranged attacks and 56 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +4 Str / +4 Dex / +4 Wil / +4 Cun Changes resistances: +7% acid / +32% fire / +7% lightning / +12% cold Changes resistances penetration: +25% arcane Physical save: +14 (+3 eff.) Spell save: +12 (+2 eff.) Mental save: +13 (+3 eff.) A belt that goes around your waist. |
![]() drakeskin leather belt 'Naturewasp' Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +15 (+4 eff.) Fatigue: -10% Damage when hit (Melee): 16 mind Changes resistances: +10% acid / +10% fire / +18% mind / +10% cold / +6% nature / +10% lightning Changes damage: +6% mind Maximum encumbrance: +60 Physical save: +25 (+5 eff.) A belt that goes around your waist. |
![]() Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 16 fire Changes stats: +2 Con Changes resistances: +8% light / +7% darkness Changes damage: +15% arcane Mental save: +7 (+2 eff.) Maximum life: +83.00 Maximum mana: +30.00 Maximum stamina: +25.00 Maximum hate: +13.00 Maximum psi: +24.00 Maximum vim: +22.00 Maximum pos.energy: +29.00 Maximum neg.energy: +22.00 Mindpower: +5 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +13 A belt that goes around your waist. |
![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 15% chance to blind Changes resistances: +7% fire / +9% mind / +5% cold Changes resistances penetration: +5% mind Maximum encumbrance: +20 Maximum life: +42.00 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +9 (+2 eff.) Changes resistances: +3% nature / +14% cold / +3% light / +5% arcane Physical save: +16 (+3 eff.) Mental save: +9 (+2 eff.) Only die when reaching: -90.00 life Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +1 Wil Changes resistances: +16% blight / +23% darkness / +5% arcane / +15% nature Changes resistances penetration: +20% darkness Changes damage: +18% darkness Stealth bonus: +25 Mental save: +20 (+4 eff.) Silence immunity: +10% Life regen: +3.00 Maximum life: +52.00 Mental crit. chance: +3% Healing mod.: +18% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -4% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Mag / +3 Wil Changes resistances: +13% darkness Changes resistances penetration: +10% darkness / +15% temporal Changes damage: +5% darkness / +9% acid Stealth bonus: +16 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +13 (+3 eff.) Changes stats: +3 Str / +8 Dex / +3 Cun Changes resistances: +8% acid / +6% light / +8% cold / +3% blight / +8% fire / +5% arcane / +11% lightning Physical save: +11 (+2 eff.) Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+4 eff.) Damage when hit (Melee): 4 blight Changes stats: +3 Str / +4 Mag / +5 Wil / +4 Con Changes resistances: +3% blight / +3% physical / +3% nature / +6% lightning Physical save: +15 (+3 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +10% Spellpower: +4 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +10 Defense: +13 (+3 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +6 Str / +6 Dex / +4 Mag / +4 Wil / +6 Con Changes resistances penetration: +15% lightning / +20% fire / +5% darkness Changes damage: +6% darkness / +9% fire Talent mastery: +0.40 Technique / Combat training Physical save: +22 (+4 eff.) Spell save: -9 (-3 eff.) Mental save: +25 (+5 eff.) Stamina each turn: +1.50 Mana each turn: -0.60 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Str / +4 Con Changes resistances: +3% light / +15% mind / +25% darkness / +5% arcane / +6% nature Changes resistances penetration: +14% darkness Changes damage: +23% darkness Stealth bonus: +25 Maximum life: +56.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +3 (+1 eff.) Damage when hit (Melee): 4 physical Changes stats: +3 Str / +4 Dex / +4 Cun Changes resistances: +31% darkness Changes resistances penetration: +18% darkness Changes damage: +25% darkness / +12% physical Stealth bonus: +23 Physical save: +19 (+4 eff.) Mental save: +11 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 33% chance to blind Damage when hit (Melee): 4 light Changes stats: +8 Str / +8 Mag / +8 Wil / +4 Cun Changes resistances: +12% lightning / +15% cold / +3% light / +9% darkness Changes damage: +17% lightning / +15% physical / +20% light / +18% cold / +20% arcane / +20% darkness Maximum mana: +110.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +10% Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 12 mind Changes stats: +4 Mag / +2 Wil / +4 Con Changes resistances: +11% lightning / +11% darkness / +11% blight / +11% fire / +12% cold / +12% light Changes resistances penetration: +12% temporal / +5% mind / +13% physical Changes damage: +14% temporal / +9% mind / +13% physical Physical save: +19 (+4 eff.) Spell save: +40 (+8 eff.) Mental save: +46 (+9 eff.) Mana each turn: +0.25 Maximum mana: +66.00 Maximum psi: +10.00 Spellpower: +26 (+6 eff.) Spell crit. chance: +13% Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+4 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+4 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances: +20% lightning / +20% cold / +20% physical Changes damage: +30% lightning Talent masteries: +0.20 Wild-gift / Winds +0.20 Wild-gift / Weather Spell crit. chance: +20% Mental crit. chance: +20% This is not a robe, this is a smock. It is unclear if it always had stormy enchantments, or whether those appeared when the mage wearing it found out it was really a smock... |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+5 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Changes stats: +8 Str / +8 Mag / +8 Wil Changes resistances: +18% lightning / +1% physical / +9% light / +9% blight / +39% cold Changes resistances penetration: +17% mind Changes damage: +20% lightning / +21% physical / +20% mind / +32% cold Critical mult.: +10.00% Psi each turn: +0.73 Equilibrium when hit: +0.04 Maximum psi: +23.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Yeek-fur Robe (9 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Changes resistances: +20% cold Changes damage: +5% mind Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
![]() ancient silk robe of power (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Mag Changes resistances penetration: +13% temporal / +13% physical Changes damage: +16% temporal / +17% physical / +16% all Spellpower: +18 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 4 fire Changes stats: +5 Str / +4 Mag / +6 Wil Changes resistances: +7% lightning / +24% cold Changes damage: +11% lightning / +5% physical / +16% cold / +21% nature / +8% all Spellpower: +12 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * Slows global speed by 15% * 15% chance to blind Damage when hit (Melee): 20 lightning Changes resistances: +19% acid / +17% physical / +11% darkness / +12% light / +12% blight / +28% cold / +9% lightning / +31% fire Changes resistances penetration: +20% nature Changes damage: +15% acid / +14% physical / +9% light / +14% fire / +11% cold Talent cooldown: Refit Golem (-6 turns) Physical save: +20 (+4 eff.) Spell save: +37 (+7 eff.) Mental save: +46 (+9 eff.) Mindpower: +5 (+1 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() elven-silk robe of alchemy (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +19% acid / +20% physical / +17% fire / +19% cold Changes damage: +10% acid / +15% physical / +15% fire / +14% cold Talent cooldown: Refit Golem (-5 turns) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() fearwoven woollen robe of power (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances penetration: +11% darkness / +9% physical Changes damage: +11% physical / +11% darkness / +11% all Maximum hate: +9.00 Spellpower: +14 (+4 eff.) Mindpower: +7 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() spellwoven linen robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +12% acid / +12% physical / +12% fire / +12% cold Changes damage: +7% acid / +7% physical / +7% fire / +7% cold Talent cooldown: Refit Golem (-3 turns) Spell save: +18 (+4 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() spellwoven woollen robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes damage: +11% all Spell save: +21 (+4 eff.) Spellpower: +18 (+4 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stargazer's woollen robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes damage: +11% light / +9% darkness Mana each turn: +0.22 Maximum mana: +64.00 Spellpower: +27 (+6 eff.) Spell crit. chance: +16% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +2 Mag / +3 Wil / +3 Cun Changes resistances: +6% lightning / +7% fire / +7% light / +3% mind / +7% blight / +7% cold / +18% nature / +7% darkness Changes damage: +12% nature / +6% mind Critical mult.: +11.00% Physical save: +12 (+2 eff.) Spell save: +22 (+4 eff.) Mental save: +12 (+3 eff.) Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes stats: +5 Str / +5 Con Changes resistances penetration: +10% arcane Changes damage: +7% physical Silence immunity: +24% Confusion immunity: +31% Stun/Freeze immunity: +27% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 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. A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +5 Str / +6 Con Changes resistances: +7% lightning / +11% temporal / +6% acid Changes damage: +8% physical Reduces incoming crit damage: 5.00% Blindness immunity: +30% Silence immunity: +25% Disarm immunity: +15% Confusion immunity: +31% Stun/Freeze immunity: +36% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 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. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 35% chance to corrode armour by 30% Changes stats: +4 Cun / +4 Dex Changes damage: +9% mind Grants telepathy: Dragon Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +21 (+4 eff.) Silence immunity: +37% Confusion immunity: +50% Stun/Freeze immunity: +44% Maximum psi: +30.00 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +30 It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 185% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Changes stats: +2 Wil / +3 Cun / +3 Con Changes resistances: +6% lightning / +8% temporal / +5% arcane Changes damage: +9% arcane Maximum encumbrance: +28 Physical save: +25 (+5 eff.) Mental save: +15 (+3 eff.) Damage Shield penetration: +30% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +5 (+1 eff.) Changes stats: +8 Str / +8 Con Talent masteries: +0.20 Technique / Field control +0.20 Technique / Combat techniques +0.20 Technique / Combat veteran Stamina each turn: +1.00 Maximum life: +50.00 Maximum stamina: +50.00 Maximum air capacity: +50.00 The sturdiest boots you have ever seen. Wearing them makes you feel tireless. Perfect for a hiking trip all over Eyal. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 16 arcane Changes stats: +9 Mag / +6 Cun / +6 Con Changes resistances: +3% mind Changes damage: +10% acid / +8% blight Physical save: +23 (+5 eff.) Mental save: +21 (+4 eff.) Disease immunity: +49% Stun/Freeze immunity: +5% Vim when firing critical spell: +3.00 Spellpower: +12 (+3 eff.) Damage Shield penetration: +10% A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +15 (+4 eff.) Fatigue: +3% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +3 Str / +3 Con Changes resistances: +6% nature Infravision radius: +2 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.1 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: -5% Changes stats: +6 Cun / +5 Con Changes resistances: +18% darkness Changes resistances penetration: +25% darkness Changes damage: +6% fire Maximum encumbrance: +31 Physical save: +39 (+8 eff.) Mental save: +19 (+4 eff.) A pair of boots made of leather. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +3% temporal / +26% cold / +14% fire / +5% arcane / +3% nature Changes resistances penetration: +5% light Physical save: +8 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +6 (+1 eff.) Light radius: +2 A pair of boots made of leather. |
![]() dreamer's pair of dwarven-steel boots of speed (0 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Physical save: +11 (+2 eff.) Spell save: +11 (+2 eff.) Mental save: +11 (+2 eff.) Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +9 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Mag / +9 Wil / +2 Cun Changes resistances: +15% acid / +15% fire / +15% lightning / +14% cold Changes resistances penetration: +15% temporal Mana each turn: +0.51 Maximum mana: +60.00 Spell crit. chance: +5% See invisible: +15 A pair of boots made of leather. |
![]() pair of drakeskin leather boots 'Polera' (0 def, 5 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +12 Cun / +6 Con Changes resistances: +14% lightning / +15% temporal / +3% mind / +6% blight Changes damage: +3% mind Critical mult.: +10.00% Physical save: +25 (+5 eff.) Mental save: +60 (+12 eff.) Life regen: +5.50 Equilibrium when hit: +0.04 Healing mod.: +23% A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: -3% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes damage: +3% nature Maximum encumbrance: +29 Physical save: +12 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +6 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() reinforced pair of voratun boots of uncanny dodging (8 def, 14 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +4% Changes resistances: +12% acid / +13% fire / +13% lightning / +11% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +3 Changes stats: +9 Con Changes resistances: +5% arcane / +3% temporal Changes resistances penetration: +15% nature Physical save: +68 (+14 eff.) Spell save: +20 (+4 eff.) Mental save: +26 (+5 eff.) Disarm immunity: +105% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +8 Armour: +2 Damage (Melee): 9 acid Damage when hit (Melee): 8 acid / 16 blight Changes stats: +4 Dex / +4 Cun / +3 Con Changes resistances: +7% acid / +3% blight Changes resistances penetration: +5% blight Changes damage: +5% acid Physical save: +22 (+4 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +34% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Boradranaridig the Airblow (0 def, 9 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Effects on melee hit: * 15% chance to daze at end of turn Damage (Melee): 15 acid Changes stats: +6 Con Changes resistances: +10% acid Changes resistances penetration: +25% mind Changes damage: +11% acid Grants telepathy: Demon/Minor Demon/Major Physical save: +30 (+6 eff.) Spell save: +10 (+2 eff.) Mental save: +22 (+5 eff.) Disarm immunity: +50% Maximum life: +71.00 Maximum psi: +30.00 Mindpower: +6 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +30 Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +17 Damage (Melee): 15 physical Damage when hit (Melee): 8 mind Changes stats: +4 Cun / +5 Con Changes damage: +10% physical Critical mult.: +11.00% Mental save: +10 (+2 eff.) Maximum life: +80.00 Spell crit. chance: +17% Mindpower: +6 (+1 eff.) Mental crit. chance: +22% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() alchemist's voratun gauntlets of war-making (0 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +19.0% Armour: +3 Damage (Melee): 9 acid / 9 fire / 8 cold / 10 lightning Changes stats: +5 Mag / +4 Wil Critical mult.: +11.00% Spell crit. chance: +11% Mental crit. chance: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Effects on melee hit: * 20 arcane resource burn Damage (Melee): 16 acid / 7 physical Changes resistances: +17% acid / +6% darkness / +5% arcane Changes damage: +10% acid / +4% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic dwarven-steel gauntlets of magic (+4) (0 def, 7 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Changes stats: +4 Mag Changes damage: +8% arcane Mental save: +10 (+2 eff.) Maximum life: +58.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() restful voratun gauntlets of dexterity (+5) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +19 (+4 eff.) Armour: +3 Changes stats: +5 Dex Life regen: +3.80 Stamina each turn: +2.00 Maximum stamina: +34.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() spellstreaming hardened leather gloves of dispersion (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 12 arcane Changes stats: +7 Mag / +7 Wil Changes resistances: +7% arcane Mana each turn: +0.25 Spellpower: +9 (+2 eff.) Spell crit. chance: +8% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() umbral iron gauntlets of magic (+3) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 8 darkness Changes stats: +3 Mag Changes resistances: +7% darkness Changes damage: +5% darkness / +5% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Changes stats: +10 Mag / +9 Wil / +2 Cun / +3 Con Changes resistances: +9% blight / +25% cold Changes damage: +19% blight / +19% arcane Grants telepathy: Demon/Minor Demon/Major Allows you to breathe in: water Mental save: +30 (+6 eff.) Spell crit. chance: +4% Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 20 blight Changes stats: +5 Str / +10 Dex / +5 Cun / +4 Con Changes resistances: -40% light Changes resistances penetration: +20% fire Changes damage: +9% blight / +9% fire / +3% lightning Physical save: +22 (+4 eff.) Life regen: +8.00 A cap made of leather. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +14 Dex / +5 Wil / +10 Cun / +1 Con Changes resistances: +3% temporal / +25% darkness / +6% light Changes damage: +6% light / +3% temporal Maximum life: +40.00 Mindpower: +6 (+1 eff.) Infravision radius: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +5 Str / +4 Dex / +5 Wil / +8 Cun / +4 Con Changes resistances: +13% blight / +14% darkness / -35% light Changes damage: +3% acid Critical mult.: +10.00% Spell save: +15 (+3 eff.) Mental save: +23 (+5 eff.) Life regen: +7.30 Equilibrium when hit: +0.20 Psi when hit: +0.04 Mindpower: +6 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +30 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A cap made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 acid / 8 blight Changes stats: +5 Str / +6 Wil / +8 Con Changes resistances: +13% lightning / +10% temporal / +6% acid Changes resistances penetration: +15% acid Changes damage: +9% arcane / +6% blight Mental save: +14 (+3 eff.) Mana when firing critical spell: +2.00 Light radius: +2 A cap made of leather. |
![]() Requires: - Strength 40 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Armour: +20 Defense: +10 (+2 eff.) Fatigue: +10% Physical save: +20 (+4 eff.) Size category: +1 It can be used to activate talent Rush (costing 45 power out of 45/45) : Effective talent level: 5.5 Power cost: 45 out of 45/45. Range: 10 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of huge and real minotaur horns are fixed to the top of this voratun helm. Just touching it makes you feel bull headed. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 light / 4 blight Changes stats: +14 Str / +4 Dex / +4 Cun / +4 Con Changes resistances: +3% light Changes resistances penetration: +15% blight Changes damage: +6% blight Physical save: +15 (+3 eff.) Mental save: +11 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 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 14 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 cap made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +9 Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 mind Changes stats: +6 Str / +15 Lck / +6 Con Physical save: +15 (+3 eff.) Mental save: +48 (+10 eff.) Hate when firing a critical mind attack: +4.00 Spell crit. chance: +8% Mindpower: +4 (+1 eff.) Mental crit. chance: +10% Infravision radius: +4 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 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 14 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 cap made of leather. |
![]() Obsidianrip the voratun helm (12 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +5 Defense: +12 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Cun / +10 Wil Changes resistances: +9% lightning / +3% light / +3% darkness / +15% blight / +14% fire / +9% mind / +15% cold Spell save: +10 (+2 eff.) Mental save: +14 (+3 eff.) Cut immunity: +10% Stun/Freeze immunity: +10% Life regen: +0.60 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +12 Str / +2 Mag / +11 Wil / +5 Cun / +11 Con Changes resistances penetration: +20% lightning Changes damage: +6% nature Mindpower: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +7 Wil Changes resistances: +13% lightning / +13% temporal / +11% blight / +9% fire / +22% mind / +5% arcane Spell save: +18 (+4 eff.) Mental save: +45 (+9 eff.) Confusion immunity: +39% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 lightning Changes stats: +4 Str / +2 Dex / +13 Mag / +20 Wil / +9 Cun Changes resistances: +12% fire / +15% cold Mental save: +30 (+6 eff.) Confusion immunity: -20% Fear immunity: -20% Spellpower: +6 (+2 eff.) Mental crit. chance: +7% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 316 mind damage and feed you 3 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +4 Fatigue: +4% Changes stats: +11 Str / +7 Dex / +5 Wil Changes resistances: +8% fire / +8% cold / +5% arcane / +8% physical Changes damage: +18% arcane Physical save: +8 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy 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% Changes stats: +8 Str / +8 Dex / +8 Wil Changes resistances: +15% blight / +3% temporal / +12% nature / +6% light Reduces incoming crit damage: 10.00% Spell save: +8 (+2 eff.) Mental save: +15 (+3 eff.) Poison immunity: +20% Stun/Freeze immunity: +15% Knockback immunity: +15% Maximum life: +93.00 Healing mod.: +26% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +14 Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Changes stats: +10 Cun / +10 Dex Changes resistances: +3% lightning / +3% temporal / +3% darkness / +6% cold / +12% nature Stamina when hit: +2.20 Equilibrium when hit: +3.00 A cap made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +5 Defense: +12 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Str / +7 Dex / +10 Cun Changes resistances: +6% blight / +6% cold / +9% light / +3% nature Changes resistances penetration: +10% fire Changes damage: +6% fire Physical save: +23 (+5 eff.) Spell save: +6 (+1 eff.) A cap made of leather. |
![]() miner's dwarven-steel helm of dexterity (+6) (0 def, 7 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +4% Changes stats: +6 Dex Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Borodedin the Duathelwinter (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Damage (Melee): 20 acid / 20 fire Damage when hit (Melee): 14 acid / 14 fire / 8 mind Changes stats: +7 Cun / +7 Wil Changes resistances: +26% acid / +6% darkness / +26% fire / +9% arcane / +15% mind Changes resistances penetration: +5% mind Changes damage: +12% mind Spell save: +22 (+4 eff.) Mental save: +18 (+4 eff.) A suit of armour made of mail. |
![]() Xanoyavea the Cloudspiker (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Effects on melee hit: * 37% chance to daze at end of turn Changes stats: +17 Str / +7 Con Changes resistances: +15% physical / +26% darkness / +9% cold / +6% nature / +10% mind Changes damage: +3% lightning Mental save: +25 (+5 eff.) Maximum life: +88.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() enlightening stralite mail armour of cold resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +8 Cun / +7 Wil Changes resistances: +25% cold Mental save: +22 (+5 eff.) A suit of armour made of mail. |
![]() fearforged dwarven-steel mail armour of implacability (3 def, 14 armour) Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +19% Changes stats: +8 Con Changes resistances: +11% fire / -16% light / +11% darkness Physical save: +17 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) A suit of armour made of mail. |
![]() prismatic voratun mail armour of thunder (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +24 (+4 eff.) Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +8 Str / +9 Mag / +9 Wil Changes resistances: +17% lightning / +15% light / +19% darkness Spellpower: +25 (+6 eff.) Spell crit. chance: +10% Mindpower: +25 (+5 eff.) Mental crit. chance: +9% A suit of armour made of mail. |
![]() radiant steel mail armour of command (11 def, 11 armour) Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +11 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 8 light Changes stats: +3 Cun / +3 Wil Changes resistances: +13% blight / +17% darkness Mental save: +16 (+3 eff.) Light radius: +2 A suit of armour made of mail. |
![]() searing iron mail armour of temporal resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Damage (Melee): 11 acid / 11 fire Damage when hit (Melee): 10 acid / 10 fire Changes resistances: +14% acid / +13% fire / +18% temporal A suit of armour made of mail. |
![]() spiked steel mail armour of implacability (2 def, 12 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+0 eff.) Fatigue: +7% Damage when hit (Melee): 13 physical Physical save: +9 (+2 eff.) A suit of armour made of mail. |
![]() steel mail armour of delving (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Changes stats: +6 Str Changes resistances: +13% darkness / +9% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() Tuludir the reinforced leather armour (4 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 7 light Changes stats: +8 Cun / +15 Wil Changes resistances: +26% blight / +6% cold / +26% darkness / +27% acid Grants telepathy: Humanoid/Orc Physical save: +10 (+2 eff.) Mental save: +33 (+7 eff.) Disease immunity: +5% Silence immunity: +5% Light radius: +2 Infravision radius: +3 A suit of armour made of leather. |
![]() drakeskin leather armour 'Layelle' (18 def, 18 armour) Requires: - Strength 20 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +18 (+4 eff.) Fatigue: +8% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 16 acid / 16 fire Changes stats: +6 Cun Changes resistances: +29% acid / +3% physical / +23% light / +30% fire / +9% temporal / +20% darkness Mental save: +24 (+5 eff.) Disease immunity: +15% Only die when reaching: -40.00 life A suit of armour made of leather. |
![]() drakeskin leather armour 'Relgotozilantir' (27 def, 21 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +2.0% Armour: +21 Defense: +27 (+7 eff.) Ranged Defense: +25 (+6 eff.) Fatigue: +8% Damage when hit (Melee): 8 physical Changes stats: +1 Str / +5 Dex Changes resistances: +20% acid / +22% physical / +20% cold / +18% lightning / +14% fire Mindpower: +14 (+3 eff.) Movement speed: +20% Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() duelist's reinforced leather armour of delving (12 def, 13 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +13 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +8 Dex / +8 Cun Changes resistances: +18% darkness / +11% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() duelist's rough leather armour of Toknor (4 def, 6 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +6 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +5 Cun / +5 Dex Critical mult.: +12.00% A suit of armour made of leather. |
![]() enlightening drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +8 Cun / +9 Wil Mental save: +25 (+5 eff.) A suit of armour made of leather. |
![]() marauder's cured leather armour of fire resistance (7 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Fatigue: +7% Changes stats: +6 Str / +6 Dex Changes resistances: +21% fire Physical save: +9 (+2 eff.) A suit of armour made of leather. |
![]() marauder's drakeskin leather armour (13 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +13 (+3 eff.) Fatigue: +8% Changes stats: +7 Str / +10 Dex Physical save: +16 (+3 eff.) A suit of armour made of leather. |
![]() marauder's reinforced leather armour of delving (12 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Fatigue: +8% Changes stats: +18 Str / +9 Dex Changes resistances: +18% darkness / +13% physical Physical save: +12 (+2 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() marauder's rough leather armour (5 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +6% Changes stats: +5 Str / +5 Dex Physical save: +7 (+1 eff.) A suit of armour made of leather. |
![]() searing cured leather armour of alacrity (2 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Damage (Melee): 14 acid / 14 fire Damage when hit (Melee): 10 acid / 11 fire Changes resistances: +18% acid / +18% fire Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() searing cured leather armour of command (10 def, 9 armour) Requires: - Strength 14 Powered by arcane forces Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +9 Defense: +10 (+2 eff.) Fatigue: +7% Damage (Melee): 14 acid / 14 fire Damage when hit (Melee): 9 acid / 11 fire Changes stats: +3 Cun Changes resistances: +18% acid / +17% fire Mental save: +15 (+3 eff.) A suit of armour made of leather. |
![]() searing rough leather armour of alacrity (1 def, 2 armour) Requires: - Strength 10 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage (Melee): 11 acid / 11 fire Damage when hit (Melee): 9 acid / 10 fire Changes resistances: +14% acid / +14% fire Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() spiked cured leather armour of cold resistance (2 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Damage when hit (Melee): 13 physical Changes resistances: +19% cold A suit of armour made of leather. |
![]() spiked rough leather armour of the wind (8 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Armour: +2 Defense: +8 (+2 eff.) Fatigue: +6% Damage when hit (Melee): 12 physical Stamina each turn: +0.70 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 256 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() Glintrazor (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Effects on melee hit: * Slows global speed by 15% * 30% chance to blind Damage when hit (Melee): 8 light Changes stats: +7 Str / +7 Con Changes resistances: +24% lightning / +26% temporal / +9% nature Changes resistances penetration: +25% light Maximum life: +99.00 A suit of armour made of metal plates. |
![]() voratun plate armour 'Charwilter' (23 def, 26 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +23 (+6 eff.) Fatigue: +26% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 14 light / 4 fire Changes stats: +10 Cun / +6 Wil Changes resistances: +33% blight / +30% darkness / +30% lightning Changes resistances penetration: +15% mind Mental save: +34 (+7 eff.) Hate when firing a critical mind attack: +1.00 Maximum hate: +4.00 Light radius: +2 A suit of armour made of metal plates. |
![]() coruscating steel shield of crushing (6 def, 2 armour, 37.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 22 fire Changes stats: +3 Str Changes resistances: +13% fire Talent granted: +2 Block Handheld deflection devices. |
![]() reinforced iron shield of acid resistance (+18%) (4 def, 8 armour, 53.5 block) Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +18% acid Talent granted: +1 Block Handheld deflection devices. |
![]() steel shield of resistance (6 def, 2 armour, 43.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Changes resistances: +9% acid / +9% fire / +8% lightning / +9% cold Talent granted: +2 Block Handheld deflection devices. |
![]() voratun shield 'Daybreeze' (12 def, 13 armour, 319 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +13 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 30% * 30% chance to blind Changes stats: +2 Cun / +7 Con Changes resistances: +32% lightning / +30% fire / +3% acid Changes damage: +3% light Talent granted: +5 Block Physical save: +15 (+3 eff.) Handheld deflection devices. |
![]() warded steel shield of crushing (6 def, 2 armour, 39.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+1 eff.) Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Maximum wards: +3 lightning / +3 temporal / +3 blight / +3 fire / +3 cold Talents granted: +1 Ward +2 Block Handheld deflection devices. |
![]() elemental quiver of ash arrows of annihilation (24/24, 32.5-45.5 power, 16 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 32.5 - 45.5 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +10.5% Capacity: 24 On weapon hit: * Random elemental explosion Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
![]() plaguebringer's quiver of elven-wood arrows of crippling (22/22, 46.5-65.1 power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 46.5 - 65.1 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +22.5% Capacity: 22 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 21% chance to disease On weapon crit: * cripple the target Damage (Ranged): +20 blight Arrows are used with bows to pierce your foes to death. |
![]() sentry's quiver of ash arrows of corruption (37/38, 26-36.4 power, 15 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 26.0 - 36.4 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +1.5% Capacity: 38 Turns elapse between self-loadings: 3 On weapon hit: * 20% chance to curse the target Damage (Ranged): +17 blight / +17 darkness Arrows are used with bows to pierce your foes to death. |
![]() sentry's quiver of yew arrows of crippling (49/49, 42.5-59.5 power, 21 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 42.5 - 59.5 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +16.0% Capacity: 49 Turns elapse between self-loadings: 1 On weapon crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Damage when hit (Melee): 12 temporal Changes stats: +3 Cun / +3 Str Changes resistances: +10% physical / +10% darkness / +10% fire Changes damage: +6% mind / +3% temporal Critical mult.: +10.00% Mental crit. chance: +2% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +10.0% Changes stats: +10 Str / +3 Mag / +5 Wil / +3 Cun Hate when firing a critical mind attack: +2.00 Only die when reaching: -20.00 life Maximum mana: +36.00 Maximum stamina: +10.00 Spell crit. chance: +6% Mental crit. chance: +10% Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +1 Cun / +7 Str Changes resistances: +10% fire / +9% darkness / +9% light Spell save: +20 (+4 eff.) Silence immunity: +5% Pinning immunity: +20% Stun/Freeze immunity: +15% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +10 Cun Changes resistances: +5% arcane / +3% temporal Physical save: +36 (+7 eff.) Mental save: +12 (+3 eff.) Blindness immunity: +44% Confusion immunity: +24% Light radius: +3 Infravision radius: +8 See stealth: +21 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+3 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 541 cold damage (based on your Magic), costing 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (150 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (150 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Defense: +8 (+2 eff.) Damage when hit (Melee): 16 blight Changes resistances penetration: +20% blight / +15% arcane / +9% all Physical save: +13 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +13 (+3 eff.) Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+2 eff.) Effects on melee hit: * 34% chance to corrode armour by 30% Changes stats: +6 Mag / +7 Wil / +6 Con Changes resistances: +14% blight Critical mult.: +20.00% Physical save: +14 (+3 eff.) Life regen: +6.50 Vim when firing critical spell: +2.00 Maximum vim: +58.00 Light radius: +4 Healing mod.: +25% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() elemental pouch of steel shots (16/18, 19-22.8 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.0 - 22.8 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 On weapon hit: * Random elemental explosion Shots are used with slings to pummel your foes to death. |
![]() elemental pouch of steel shots of daylight (14/14, 20.5-24.6 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 14 On weapon hit: * Random elemental explosion Damage (Ranged): +11 light Damage against: +15% Undead Shots are used with slings to pummel your foes to death. |
![]() sentry's pouch of steel shots of crippling (38/38, 27-32.4 power, 8 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 27.0 - 32.4 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +13.5% Capacity: 38 Turns elapse between self-loadings: 4 On weapon crit: * cripple the target Shots are used with slings to pummel your foes to death. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+2 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 116 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% lightning / +6% cold Talents cooldown: Invoke Tentacle (+5 turn) Rushing Claws (-1 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +2 Rushing Claws +2 Lay Web It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() bright ash wand of firewall [power 133] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to creates a wall of flames lasting 4 turns (dealing 152 fire damage overall), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Deathwish the Skeleton Spellsword level 52
2nd Summertide 123rd year of Ascendancy at 06:14 see stats
By Deathwish the Skeleton Spellsword level 11
22nd Dusk 122nd year of Ascendancy at 05:28 see stats
By Deathwish the Skeleton Spellsword level 33
19th Regrowth 123rd year of Ascendancy at 15:10 see stats
By Deathwish the Skeleton Spellsword level 14
47th Dusk 122nd year of Ascendancy at 04:42 see stats
By Deathwish the Skeleton Spellsword level 42
28th Pyre 123rd year of Ascendancy at 14:47 see stats
By Deathwish the Skeleton Spellsword level 48
6th Mirth 123rd year of Ascendancy at 22:09 see stats
By Deathwish the Skeleton Spellsword level 33
19th Regrowth 123rd year of Ascendancy at 17:33 see stats
By Deathwish the Skeleton Spellsword level 13
41st Dusk 122nd year of Ascendancy at 23:48 see stats
By Deathwish the Skeleton Spellsword level 10
4th Dusk 122nd year of Ascendancy at 03:46 see stats
By Deathwish the Skeleton Spellsword level 20
78th Dusk 122nd year of Ascendancy at 18:02 see stats
By Deathwish the Skeleton Spellsword level 30
38th Haze 122nd year of Ascendancy at 03:25 see stats
By Deathwish the Skeleton Spellsword level 40
27th Pyre 123rd year of Ascendancy at 11:28 see stats
By Deathwish the Skeleton Spellsword level 50
10th Mirth 123rd year of Ascendancy at 18:47 see stats
By Deathwish the Skeleton Spellsword level 38
44th Regrowth 123rd year of Ascendancy at 12:21 see stats
By Deathwish the Skeleton Spellsword level 50
10th Mirth 123rd year of Ascendancy at 23:19 see stats
By Deathwish the Skeleton Spellsword level 39
76th Regrowth 123rd year of Ascendancy at 11:58 see stats
By Deathwish the Skeleton Spellsword level 34
19th Regrowth 123rd year of Ascendancy at 17:43 see stats
By Deathwish the Skeleton Spellsword level 21
17th Haze 122nd year of Ascendancy at 03:02 see stats
By Deathwish the Skeleton Spellsword level 4
5th Mirth 122nd year of Ascendancy at 06:08 see stats
By Deathwish the Skeleton Spellsword level 34
19th Regrowth 123rd year of Ascendancy at 19:04 see stats
By Deathwish the Skeleton Spellsword level 13
46th Dusk 122nd year of Ascendancy at 00:58 see stats
By Deathwish the Skeleton Spellsword level 14
73rd Dusk 122nd year of Ascendancy at 14:40 see stats
By Deathwish the Skeleton Spellsword level 24
27th Haze 122nd year of Ascendancy at 20:36 see stats
By Deathwish the Skeleton Spellsword level 17
77th Dusk 122nd year of Ascendancy at 11:35 see stats
Log
Deathwish performs a melee critical strike against Cyreyabeth the ghoul!
You collect a new ingredient: chunk of ghoul flesh (1).
Deathwish steals life from Cyreyabeth the ghoul!
Deathwish hits Cyreyabeth the ghoul for 2328 cold damage.
Talent Cascade Strike is ready to use.
Deathwish killed Cyreyabeth the ghoul!
Burning from Cyreyabeth the ghoul hits Deathwish for 0 fire damage.
Deathwish picks up ( .): absorbing vined mindstar of slime (4.5-4.95 power, 18 apr, mind damage).
Deathwish picks up (p.): shielding rune (absorb 216 for 5 turns).
Deathwish picks up ( .): Striketide (46-64.4 power, 6 apr).
Deathwish picks up ( .): marauder's rough leather armour (5 def, 2 armour).
Deathwish picks up ( .): truestriking stralite greatsword (48-76.8 power, 3 apr).
Ran for 2 turns (stop reason: taken damage).
Talent Tumble is ready to use.
Burning from Cyreyabeth the ghoul hits Deathwish for 0 fire damage.
Deathwish stops burning.
Deathwish deactivates Revive.
Deathwish deactivates Arcane Stamina.
Deathwish deactivates Trained Reactions.
Deathwish deactivates Arcane Armor.
Deathwish deactivates Elemental Stance.
Deathwish deactivates Frost Infusion.
Deathwish deactivates Mana Focus.
Deathwish deactivates Water Stance.
Deathwish deactivates Elemental Destruction.
Deathwish activates Elemental Destruction.
Deathwish deactivates Elemental Destruction.