Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.2 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. No More Rare Monsters 1.2.5Get rid of those constant one-shot encounters. Elites and Bosses untouched. Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Steamtech UI 1.1.4 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Homosuperior |
Class | Adventurer |
Level / Exp | 50 / 1428% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 122 (base 60) |
Dexterity | 82 (base 60) |
Constitution | 77 (base 60) |
Magic | 76 (base 60) |
Willpower | 78 (base 60) |
Cunning | 98 (base 60) |
Resources
Paradox | 300 |
Mana | 1469/1469 |
Psi_feedback | 10/735 |
Vim | 1068/1068 |
Life | 23800/23800 |
Positive | 932/932 |
Stamina | 1017/1017 |
Equilibrium | 30 |
Healing Factor | 1.3425134113153 |
Regeneration | 183.507698206 |
Speed
Mental | +190% |
Attack | +200% |
Movement | +245% |
Spell | +200% |
Global | +405% |
Vision
Sight | 10 |
Lite | -6 |
Infravision | 9 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 247 |
Accuracy | 97 |
Crit Chance | 125% |
APR | 173 |
Speed | 0.34 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 24.514871632964 |
Crit Chance | 49% |
Speed | 0.33333333333333 |
Cooldown Reduction | 95.55 |
Offense: Mind
Mindpower | 104.13333333333 |
Crit Chance | 57% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | +11% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 189.84732629621 (100%) |
Defense | 104.84007662084 |
Ranged Defense | 106.17340995418 |
Fatigue | 0 |
Physical Save | 173.65555555556 |
Spell Save | 181.315 |
Mental Save | 180.21032371655 |
Defense: Resistances
All | +131%(100%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 74% |
Confusion Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 55% |
Poison Resistance | 74% |
Blind Resistance | 74% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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 175 damage for 25 turns. |
Class Talents
Corruption / Bone | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Two-handed assault | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Cunning / Trapping | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Ambush | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Two-handed weapons | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Ooze | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Technique / Dual weapons | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.20 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spacetime Weaving | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Field control | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Acrobatics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Insidious Poison |
talent | Meditation |
talent | Mitosis |
talent | Daunting Presence |
talent | Precise Strikes |
talent | Slow Motion |
talent | Elemental Harmony |
talent | Trained Reactions |
talent | Shield Wall |
talent | Crippling Poison |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
detrimental effect | The target has been splashed with acid, taking 33.63 acid damage per turn, reducing armour by 48 and attack by 42. Acid Splash |
beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 27.85, and stamina regeneration by 5.57. Bloodbath |
beneficial effect | You gain 96% resistance against acid. Resolve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You abandoned injured seer to death. Escort: injured seer (level 2 of Daikara) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 2 of Old Forest) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You abandoned temporal explorer to death. Escort: temporal explorer (level 2 of Dreadfell) | failed |
You abandoned temporal explorer to death. Escort: temporal explorer (level 2 of Ruins of Kor'Pul) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 342. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
Equipment
On feet | Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent 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 (+1 eff.) Mental save: +10 (+1 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 18 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. |
Light source | burglar's alchemist's lamp of the zealot burglar's alchemist's lamp of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Cun Changes resistances: +3% all Spell save: +8 (+1 eff.) Light radius: -7 Infravision radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Bethana the Foghunger (0 def, 3 armour) Bethana the Foghunger (0 def, 3 armour)Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Damage when hit (Melee): 4 lightning / 4 darkness Changes stats: +2 Str / +2 Con Changes resistances: +6% blight / +10% cold / +7% nature / +7% fire Changes damage: +18% darkness A cap made of leather. |
On hands | Spellhunt Remnants (4 def, 5 armour) Spellhunt Remnants (4 def, 5 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+1 eff.) Spell save: +10 (+1 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +4% When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Mana Clash (10% chance level 2). When this weapon hits: Destroy Magic (100% chance level 4). On weapon hit: * 35 arcane resource burn Damage (Melee): +17 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Tool | steel torque of charged psionic shield 'Myhor' [power 47] (12 cooldown) steel torque of charged psionic shield 'Myhor' [power 47] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Accuracy: +2 (+0 eff.) Changes resistances: +3% physical Changes damage: +3% physical Life regen: +0.40 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 47 for 7 turns, putting all charms on cooldown for 12 turns. When used: 300% chance to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | Nightsong NightsongInfused 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 (+1 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 23 power out of 50/50) : Effective talent level: 2.4 Power cost: 23 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 71 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. |
On fingers | gold ring of misery gold ring of miseryInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +4 Cun Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.4 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 148% weapon damage. If the attack hits, the target will bleed for 283% weapon damage over 7 turns, and all healing will be reduced by 33%. Rings can have magical properties. |
Around neck | Withering Orbs Withering OrbsInfused 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... |
In main hand | Kilnblow (48.5-63.05 power, 9 apr) Kilnblow (48.5-63.05 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 48.5 - 63.1 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Fire Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +4 mind When wielded/worn: Changes stats: +1 Cun Changes resistances: +9% blight / +3% light / +8% all Changes resistances penetration: +11% mind / +10% darkness / +12% nature Changes damage: +6% fire Critical mult.: +5.00% Equilibrium when hit: +0.04 Maximum hate: +6.00 Sharp, short and deadly. |
Around waist | hardened leather belt 'Lightningstar' hardened leather belt 'Lightningstar'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +17 (+3 eff.) Changes stats: +2 Dex Changes resistances: +6% lightning Changes resistances penetration: +10% physical Stealth bonus: +8 Maximum stamina: +10.00 A belt that goes around your waist. |
In off hand | dwarven-steel shield 'Flashthorn' (8 def, 2 armour, 26-31.2 power, 84.5 block) dwarven-steel shield 'Flashthorn' (8 def, 2 armour, 26-31.2 power, 84.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 26.0 - 31.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +84 Damage Shield penetration (this weapon only): +10% When wielded/worn: Armour penetration: +1 Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +8% Effects on melee hit: * 40% chance to daze Changes resistances: +20% cold Talent granted: +3 Block Maximum encumbrance: +10 Physical save: +6 (+1 eff.) Handheld deflection devices. |
Cloak | Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+2 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+1 eff.) Hate per kill: +5.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 11 power out of 18/18) : Effective talent level: 4.8 Power cost: 11 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 164.18 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Main armor | Lisamira (4 def, 20 armour) Lisamira (4 def, 20 armour)Requires: - Strength 38 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +20 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +4 Str / +5 Con Changes resistances: +8% mind / +15% temporal Changes resistances penetration: +10% blight Changes damage: +6% blight Mental save: +16 (+2 eff.) Maximum life: +55.00 A suit of armour made of mail. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. 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. |
This item will automatically be transmogrified when you leave the level. healing infusion (heal 86)healing infusion (heal 86) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 86 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. heroism infusion (+8 for 13 turns, die at -677)heroism infusion (+8 for 13 turns, die at -677) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 13 turns. While Heroism is active, you will only die when reaching -677 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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. |
This item will automatically be transmogrified when you leave the level. movement infusion of the wizard (940% speed; 9 turns)movement infusion of the wizard (940% speed; 9 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 940% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Blood of Life Blood of LifeInfused 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..." |
Rune of the Rift (462.00 temporal damage, removed from time 4 turns) Rune of the Rift (462.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Inflicts 965.58 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. |
This item will automatically be transmogrified when you leave the level. acid wave rune (514 acid damage; dur 5; apply 22)acid wave rune (514 acid damage; dur 5; apply 22) 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: 1 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 514.14 acid damage. The corrosive acid will also disarm enemies struck for 5 turns with an apply power of 22. 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. |
This item will automatically be transmogrified when you leave the level. biting gale rune (236 cold damage; 22 apply power)biting gale rune (236 cold damage; 22 apply power) 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: 1 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 236.17 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 22. The deep cold also crystalizes your mind, removing one random detrimental mental 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. |
This item will automatically be transmogrified when you leave the level. controlled phase door rune (range 10)controlled phase door rune (range 10) 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: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. invisibility rune of the psychic (power 20 for 8 turns)invisibility rune of the psychic (power 20 for 8 turns) 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: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to become invisible (power 20) 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 Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 15; dur 29; see humanoid)vision rune (radius 15; dur 29; see humanoid) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (15 radius) and to allow you to see invisible and stealthed creatures (power 27) for 29 turns. Your mind will become more receptive for 29 turns, allowing you to sense any humanoid around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. vision rune (radius 17; dur 28; see undead)vision rune (radius 17; dur 28; see undead) 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: 2 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (17 radius) and to allow you to see invisible and stealthed creatures (power 24) for 28 turns. Your mind will become more receptive for 28 turns, allowing you to sense any undead around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+0 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+1 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Xanasethra XanasethraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Damage when hit (Melee): 16 physical Changes stats: +2 Str / +5 Mag Changes resistances: +4% physical Changes damage: +8% lightning / +15% blight / +23% fire / +8% cold / +8% acid Talent mastery: +0.40 Wild-gift / Mucus Critical mult.: +20.00% Maximum encumbrance: +30 Disarm immunity: +25% Only die when reaching: -40.00 life Spellpower: +20 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. warmaker's voratun amulet of soulsearingwarmaker's voratun amulet of soulsearing Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Str / +10 Dex / +10 Wil Changes damage: +15% blight / +15% fire Critical mult.: +20.00% Spellpower: +14 (+1 eff.) Amulets can have magical properties. |
Betathra the steel ring Betathra the steel ringPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Effects on melee hit: * 12% chance to blind Effects on ranged hit: * 11% chance to blind Changes resistances: +20% darkness / +10% blight Changes resistances penetration: +5% physical Changes damage: +10% blight / +10% darkness / +9% arcane Only die when reaching: -20.00 life Rings can have magical properties. |
Glitterbloom the voratun ring Glitterbloom the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +32 (+5 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 light Changes stats: +10 Cun Changes resistances penetration: +5% light Changes damage: +15% light Life regen: +1.40 Maximum life: +91.00 Movement speed: +19% Healing mod.: +23% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 23 cooldown : Effective talent level: 3.6 Power cost: 23 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 35% for 5 turns. Rings can have magical properties. |
The Black Ring The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+1 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
This item will automatically be transmogrified when you leave the level. savage's voratun ringsavage's voratun ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Spell save: +20 (+2 eff.) Maximum stamina: +31.00 Rings can have magical properties. |
steel ring 'Radhakan' steel ring 'Radhakan'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Wil / +3 Con Changes resistances: +24% darkness Changes damage: +12% darkness Spell save: +11 (+1 eff.) Stun/Freeze immunity: +24% Life regen: +1.10 Maximum stamina: +14.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. voratun ring 'Glorebeth'voratun ring 'Glorebeth' Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +29 (+5 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +20 Cun / +20 Dex Changes resistances: +6% temporal / +46% cold Changes damage: +20% cold Physical save: +16 (+2 eff.) Blindness immunity: +15% Knockback immunity: +5% Only die when reaching: -100.00 life Rings can have magical properties. |
voratun ring 'Windwind' voratun ring 'Windwind'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+2 eff.) Defense: +20 (+3 eff.) Damage when hit (Melee): 8 nature Changes stats: +7 Str / +10 Cun / +8 Con Changes resistances: +12% nature Changes resistances penetration: +10% nature Changes damage: +3% lightning Mental save: +11 (+1 eff.) Confusion immunity: +38% Rings can have magical properties. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 20 power out of 35/35) : Effective talent level: 3.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 419.42 fire damage, and flames will be left dealing a further 97.89 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Turastir the voratun battleaxe (58.5-87.75 power, 4 apr) Turastir the voratun battleaxe (58.5-87.75 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.5 - 87.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +23 mind Burst (radius 2) on crit: +30 ice When wielded/worn: Armour penetration: +1 Armour: +16 Effects on melee hit: * 20% chance to disease Changes stats: +3 Str Changes resistances penetration: +14% cold Physical save: +25 (+3 eff.) Only die when reaching: -20.00 life It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed battleaxes. |
Blazebrawn the voratun dagger (40-52 power, 9 apr) Blazebrawn the voratun dagger (40-52 power, 9 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to daze * Slows global speed by 15% * 40% chance to corrode armour * 20% chance to torment the target * leeches stamina from the target On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +12.0% Physical power: +10 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 4 acid / 16 nature slow Changes stats: +2 Cun Changes resistances penetration: +12% mind / +12% darkness Changes damage: +9% lightning Grants telepathy: Humanoid/Orc Sharp, short and deadly. |
Eremumamnir the Glinttaint (20-26 power, 7 apr) Eremumamnir the Glinttaint (20-26 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 20.0 - 26.0 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 111% On weapon hit: * 40% chance to blind On weapon crit: * cripple the target Damage (Melee): +7 cold Burst (radius 2) on crit: +4 mind When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +6.0% Changes stats: +2 Dex Changes resistances penetration: +5% mind Light radius: +1 Sharp, short and deadly. |
Flashpulverizer the stralite dagger (29-37.7 power, 9 apr) Flashpulverizer the stralite dagger (29-37.7 power, 9 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Mind Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to blind * 25% chance to put talents on cooldown * disrupts spell-casting Damage (Melee): +12 light / +12 darkness Damage against: +6% Living / +16% Unnatural When wielded/worn: Changes damage: +9% mind / +15% light Sharp, short and deadly. |
Icy Kill (35-45.5 power, 10 apr) Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Kinetic Spike (38-49.4 power, 40 apr) Kinetic Spike (38-49.4 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 60% Wil, 40% Dex, 50% Mag, 30% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +15 (+2 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 6 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Mercy (35-45.5 power, 9 apr) Mercy (35-45.5 power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 30% Wil, 45% Cun, 50% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 30% Wil, 0% Cun, 50% Mag, 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Voreta the Growrock (10-13 power, 6 apr) Voreta the Growrock (10-13 power, 6 apr)Requires: - Dexterity 16 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 8% chance to cause random gloom * Slows global speed by 4% * leeches stamina from the target Damage (Melee): +12 insidious poison / +6 mind Burst (radius 2) on crit: +4 nature When wielded/worn: Damage when hit (Melee): 8 nature / 6 nature slow Changes stats: +1 Cun / +2 Wil Changes resistances penetration: +5% darkness Sharp, short and deadly. |
Zubeyatta (38.5-50.05 power, 9 apr) Zubeyatta (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * 25% chance to remove a magical effect On weapon crit: * wounds the target reducing their healing Damage (Melee): +14 temporal / +30 nature When wielded/worn: Physical crit. chance: +11.0% Physical power: +12 (+2 eff.) Changes stats: +3 Cun Changes resistances: +5% arcane / +6% blight Grants telepathy: Demon/Minor Demon/Major Maximum psi: +20.00 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. acidic voratun dagger of massacre (47-61.1 power, 9 apr)acidic voratun dagger of massacre (47-61.1 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 47.0 - 61.1 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +16 acid Sharp, short and deadly. |
Tirakai's Maul (32-41.6 power, 6 apr) Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 30% Wil, 60% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 6 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
This item will automatically be transmogrified when you leave the level. Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
This item will automatically be transmogrified when you leave the level. chilling voratun greatmaul of projection (69.5-104.25 power, 4 apr)chilling voratun greatmaul of projection (69.5-104.25 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 69.5 - 104.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +23 mind / +41 cold It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed mauls. |
voratun greatmaul 'Aerolle' (67.5-101.25 power, 4 apr) voratun greatmaul 'Aerolle' (67.5-101.25 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.5 - 101.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 45% chance to cause random gloom Damage (Melee): +35 mind When wielded/worn: Armour penetration: +14 Physical power: +20 (+3 eff.) Changes stats: +9 Wil / +11 Cun / +10 Con Changes resistances penetration: +20% blight / +34% physical Changes damage: +6% arcane / +21% physical Mental save: +20 (+2 eff.) Disarm immunity: +43% Damage Shield penetration: +10% Massive two-handed mauls. |
voratun greatmaul 'Flamecrypt' (66.5-99.75 power, 6 apr) voratun greatmaul 'Flamecrypt' (66.5-99.75 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.5 - 99.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 35 arcane resource burn * 44% chance to daze * 20% chance to torment the target On weapon crit: * burns latent spell energy Burst (radius 2) on crit: +12 physical When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +6 Str / +6 Dex / +8 Mag / +7 Wil / +6 Cun / +6 Con Changes resistances penetration: +21% lightning / +21% mind / +21% darkness Changes damage: +12% physical Grants telepathy: Dragon Massive two-handed mauls. |
Anetodosta (24-38.4 power, 11 apr) Anetodosta (24-38.4 power, 11 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +11 Physical crit. chance: +3.0% Attack speed: 111% On weapon hit: * Random elemental explosion Damage Shield penetration (this weapon only): +14% When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +1 Cun / +3 Dex Changes resistances penetration: +12% acid / +12% fire / +14% lightning / +12% cold Changes damage: +6% mind Mental save: +6 (+1 eff.) Maximum hate: +2.00 Mindpower: +4 (+1 eff.) Massive two-handed swords. |
Blindbile the stralite greatsword (49-78.4 power, 3 apr) Blindbile the stralite greatsword (49-78.4 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 23% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * cripple the target Damage (Melee): +20 darkness Burst (radius 1) on hit: +20 darkness / +23 fire When wielded/worn: Physical crit. chance: +19.0% Effects on melee hit: * 30% chance to inflict damage reduction Changes stats: +1 Wil Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Dethblyd (70-112 power, 18 apr)Dethblyd (70-112 power, 18 apr) Requires: - Strength 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: 30% Wil, 60% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Physical 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. |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+0 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
This item will automatically be transmogrified when you leave the level. chilling voratun greatsword (60-96 power, 4 apr)chilling voratun greatsword (60-96 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +34 cold Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. insidious voratun greatsword of projection (60.5-96.8 power, 4 apr)insidious voratun greatsword of projection (60.5-96.8 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +28 mind / +61 insidious poison It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed swords. |
Bregybar the Taintfoe Bregybar the TaintfoeRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Arcane Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). Damage (Ranged): +16 acid Burst (radius 2) on crit: +2 nature When wielded/worn: Changes stats: +7 Mag Changes resistances: +3% mind / +9% darkness Changes resistances penetration: +24% physical Changes damage: +22% acid / +15% arcane / +3% nature Blindness immunity: +15% Poison immunity: +5% Cut immunity: +20% Spellpower: +15 (+1 eff.) Damage Shield penetration: +51% Resist all after a teleport: +4% Longbows are used to shoot arrows at your foes. |
Duvoromichak DuvoromichakRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to corrode armour Burst (radius 1) on hit: +2 acid When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +7 Str Changes resistances: +3% acid Changes resistances penetration: +10% physical Changes damage: +13% physical Grants telepathy: Demon/Minor Demon/Major Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Equilibrium when hit: +0.12 Maximum hate: +2.00 Damage Shield penetration: +46% Longbows are used to shoot arrows at your foes. |
Lustrehue LustrehueRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 40% chance to cause random gloom Damage (Ranged): +10 fire When wielded/worn: Changes stats: +8 Dex Changes resistances penetration: +5% mind / +15% physical Changes damage: +12% light / +13% fire Light radius: +1 Longbows are used to shoot arrows at your foes. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 180% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Tempestprophet TempestprophetRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to gain 10% of a turn * 40% chance to daze Burst (radius 1) on hit: +6 lightning When wielded/worn: Changes stats: +1 Cun Changes resistances penetration: +5% lightning / +40% physical Changes damage: +35% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Mental save: +9 (+1 eff.) Mental crit. chance: +3% Damage Shield penetration: +49% Longbows are used to shoot arrows at your foes. |
Voidcrack the elven-wood longbow Voidcrack the elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +17 (+3 eff.) Physical crit. chance: +10.0% Physical power: +12 (+2 eff.) Changes stats: +5 Str Changes resistances: +18% acid Changes damage: +9% darkness Talent cooldown: Steady Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. penetrating dragonbone longbow of powerpenetrating dragonbone longbow of power Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 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: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Changes resistances penetration: +43% physical Changes damage: +22% physical Damage Shield penetration: +60% Longbows are used to shoot arrows at your foes. |
Acera (33-46.2 power, 4 apr) Acera (33-46.2 power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 17 power out of 30/30) : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 23 acid damage in a 4 radius ball. This damage will increase by 15% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Blade of Distorted Time (40-56 power, 10 apr) Blade of Distorted Time (40-56 power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 30% Wil, 70% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical It can be used to activate talent Rethread (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 140.33 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 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. The remnants of a damaged timeline, this blade shifts and fades at random. |
Ebonygash (29-40.6 power, 4 apr) Ebonygash (29-40.6 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 29.0 - 40.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +24 insidious poison / +4 darkness When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +10 (+2 eff.) Changes resistances: +3% mind Changes damage: +6% mind Disarm immunity: +23% Sharp, long, and deadly. |
Glorikira the Shadowreek (32-44.8 power, 5 apr) Glorikira the Shadowreek (32-44.8 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 32.0 - 44.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 49% chance to inflict damage reduction * 35% chance to disease * 20% chance to curse the target Damage (Melee): +8 darkness / +14 blight / +10 mind When wielded/worn: Changes resistances penetration: +5% darkness Changes damage: +3% blight / +6% darkness Disease immunity: +22% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, long, and deadly. |
Sword of Potential Futures (28-39.2 power, 10 apr) Sword of Potential Futures (28-39.2 power, 10 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stats: 30% Wil, 70% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+0 eff.) Spell crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
The Black Spike (48-67.2 power, 20 apr) The Black Spike (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
dwarven-steel longsword 'Shadowrace' (22.5-31.5 power, 4 apr) dwarven-steel longsword 'Shadowrace' (22.5-31.5 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning / +8 darkness Burst (radius 1) on hit: +4 darkness When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +16 (+3 eff.) Changes stats: +1 Str / +3 Con Disarm immunity: +48% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. elemental voratun longsword of nature (43-60.2 power, 6 apr)elemental voratun longsword of nature (43-60.2 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances: +9% all Changes resistances penetration: +16% acid / +17% lightning / +15% cold / +13% nature / +17% fire Sharp, long, and deadly. |
voratun longsword 'Flashhacker' (42-58.8 power, 6 apr) voratun longsword 'Flashhacker' (42-58.8 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 41% chance to blind Damage (Melee): +16 mind Burst (radius 2) on crit: +30 ice Damage against: +17% Unnatural When wielded/worn: Armour: +19 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +6 Wil Changes resistances: +6% temporal Changes resistances penetration: +12% cold Disease immunity: +5% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, long, and deadly. |
Gloravena the steel mace (14-19.6 power, 3 apr) Gloravena the steel mace (14-19.6 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +8 lightning When wielded/worn: Changes resistances: +1% physical Changes resistances penetration: +5% blight Silence immunity: +15% Blunt and deadly. |
Relgandil the steel mace (11-15.4 power, 3 apr) Relgandil the steel mace (11-15.4 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 11.0 - 15.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 111% On weapon hit: * 7% chance to inflict damage reduction * 8% chance to disease * 20% chance to curse the target Damage (Melee): +8 blight When wielded/worn: Accuracy: +6 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +1 Cun / +1 Dex Psi when hit: +0.08 Maximum hate: +6.00 Maximum psi: +10.00 Blunt and deadly. |
voratun mace 'Eremysus' (45.5-63.7 power, 6 apr) voratun mace 'Eremysus' (45.5-63.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 30% chance to disease On weapon crit: * wounds the target reducing their healing Damage (Melee): +30 blight When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +15.0% Physical power: +13 (+2 eff.) Armour: +2 Changes stats: +7 Str / +5 Dex Changes resistances: +9% lightning / +12% cold / +9% fire Changes damage: +15% physical Maximum encumbrance: +20 Stamina when hit: +2.50 Healing mod.: +10% Blunt and deadly. |
voratun mace 'Starspawner' (46-64.4 power, 6 apr) voratun mace 'Starspawner' (46-64.4 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target reducing their healing Damage (Melee): +20 temporal When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+2 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 13 temporal Changes stats: +3 Str / +2 Mag / +2 Wil / +1 Con Changes resistances: +20% temporal Changes resistances penetration: +5% blight / +15% mind / +15% darkness Changes damage: +9% light Reduces incoming crit damage: 10.00% Blunt and deadly. |
Burnvortex the living mindstar (16-17.6 power, 40 apr, nature damage) Burnvortex the living mindstar (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 blight Burst (radius 2) on crit: +4 blight When wielded/worn: Armour: +19 Damage when hit (Melee): 33 ice Changes resistances: +3% blight / +29% cold / +3% mind Changes resistances penetration: +34% cold Changes damage: +36% cold / +12% mind / +3% fire Physical save: +8 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Equilibrium when hit: +2.50 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Charged Focus (10-11 power, 24 apr, lightning damage) Charged Focus (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+1 eff.) Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
Isiwe the Glimmerusher (15-16.5 power, 40 apr, nature damage) Isiwe the Glimmerusher (15-16.5 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. This natural sand should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. Base power: 15.0 - 16.5 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 acid / 13 physical Changes resistances: +25% lightning / +20% physical / +9% acid / +25% fire / +10% nature / +25% cold Changes resistances penetration: +10% blight / +18% physical / +10% nature Changes damage: +20% physical / +10% nature / +6% light Talent masteries: +0.20 Wild-gift / Harmony +0.20 Psionic / Absorption +0.20 Psionic / Voracity Spell save: +24 (+2 eff.) Equilibrium when hit: +2.50 Spell crit. chance: +5% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 27 of target armor and 14% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Islanne the Lavawarden (16-17.6 power, 40 apr, mind damage) Islanne the Lavawarden (16-17.6 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This honing mindstar will focus other psionic mindstars. This mindstar will resonate with other psionic mindstars. Base power: 16.0 - 17.6 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes resistances: +6% lightning / +10% physical / +5% mind / +6% darkness Changes resistances penetration: +9% physical / +7% mind / +10% fire Changes damage: +8% mind / +5% physical Physical save: +9 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +10 (+1 eff.) Poison immunity: +10% Teleport immunity: +15% Equilibrium when hit: +2.50 Psi when hit: +2.20 Only die when reaching: -80.00 life Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +22% 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. |
Raguneg the pulsing mindstar (12-13.2 power, 32 apr, mind damage) Raguneg the pulsing mindstar (12-13.2 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. Base power: 12.0 - 13.2 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 12 blight / 4 temporal Changes resistances: +5% lightning / +13% fire / +3% blight / +11% cold Changes damage: +6% acid Talent masteries: +0.10 Psionic / Voracity +0.20 Psionic / Absorption Mental save: +6 (+1 eff.) Equilibrium when hit: +0.80 Maximum psi: +25.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Runagen (13.5-14.85 power, 32 apr, nature damage) Runagen (13.5-14.85 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural venom should be returned to the wyrm. This honing mindstar will focus other psionic mindstars. Base power: 13.5 - 14.9 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 6 acid Changes stats: +5 Cun / +4 Wil Changes resistances: +8% acid / +6% physical Changes resistances penetration: +9% acid / +4% physical Changes damage: +12% acid / +4% physical / +3% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +18.00% Life regen: +0.60 Equilibrium when hit: +0.04 Maximum psi: +20.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Sunwreck the living mindstar (16.5-18.15 power, 40 apr, mind damage) Sunwreck the living mindstar (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.5 - 18.2 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +4 mind When wielded/worn: Damage when hit (Melee): 10 lightning / 10 physical / 6 acid / 10 fire / 16 mind / 10 cold Changes resistances: +7% lightning / +9% physical / +9% cold / +10% fire / +10% acid Changes resistances penetration: +10% light Changes damage: +8% acid / +10% arcane / +9% light / +6% mind Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Spell save: +10 (+1 eff.) Equilibrium when hit: +2.40 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Veluda (15.5-17.05 power, 40 apr, mind damage) Veluda (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 15.5 - 17.1 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 blight / 20 physical Changes resistances: +10% blight / +19% physical Changes resistances penetration: +5% acid / +17% physical Changes damage: +6% acid / +17% physical / +9% nature Spell save: +12 (+1 eff.) Mental save: +10 (+1 eff.) Disease immunity: +24% Vim when firing critical spell: +3.00 Maximum psi: +42.00 Maximum vim: +10.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +15% It can be used to activate talent Burrow, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 27 of target armor and 14% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Zerandil the Hellsbrace (16.5-18.15 power, 40 apr, mind damage) Zerandil the Hellsbrace (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 fire When wielded/worn: Armour: +9 Damage when hit (Melee): 10 ice Changes stats: +6 Cun Changes resistances: +8% blight / +13% cold / +3% nature / +12% lightning Changes resistances penetration: +20% cold Changes damage: +8% nature / +16% cold Critical mult.: +20.00% Poison immunity: +10% Disease immunity: +20% Cut immunity: +5% Stun/Freeze immunity: +15% Teleport immunity: +10% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. gifted living mindstar of slime (17-18.7 power, 40 apr, nature damage)gifted living mindstar of slime (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 10% Changes damage: +8% nature Mindpower: +22 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar 'Blindfear' (12.5-13.75 power, 32 apr, mind damage) pulsing mindstar 'Blindfear' (12.5-13.75 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 12.5 - 13.8 Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 light Burst (radius 1) on hit: +12 fire When wielded/worn: Damage when hit (Melee): 8 mind / 14 physical / 9 darkness / 8 fire Changes stats: +6 Cun Changes resistances: +17% physical / +9% light / +6% fire Changes resistances penetration: +17% physical Changes damage: +7% mind / +16% physical / +8% darkness / +3% light Critical mult.: +21.00% Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to activate talent Burrow, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 27 of target armor and 14% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Gluwen the Flamebright Gluwen the FlamebrightRequires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 On weapon crit: * silences the target Damage (Ranged): +14 nature Burst (radius 1) on hit: +2 fire Burst (radius 2) on crit: +2 acid When wielded/worn: Accuracy: +5 (+1 eff.) Changes resistances penetration: +14% nature Changes damage: +15% fire Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+2 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 5 power out of 8/8) : Effective talent level: 3.0 Power cost: 5 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Mayuyathra MayuyathraRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 13% chance to corrode armour When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +8.0% Changes stats: +1 Cun Changes resistances penetration: +12% acid / +12% physical Changes damage: +12% physical Critical mult.: +10.00% Life regen: +1.10 Mana each turn: +0.08 Maximum mana: +20.00 Maximum vim: +20.00 Spellpower: +4 (+0 eff.) See invisible: +3 Slings are used to hurl stones or metal shots at your foes. |
Shimmerraptor ShimmerraptorRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 20% chance to daze Damage (Ranged): +19 lightning When wielded/worn: Ammo reloads per turn: +5 Changes stats: +6 Cun / +5 Mag Changes resistances: +12% darkness / +9% cold Changes resistances penetration: +9% temporal / +31% physical Changes damage: +14% lightning / +14% physical / +9% temporal Talent mastery: +0.20 Chronomancy / Bow Threading Confusion immunity: +5% Knockback immunity: +20% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. drakeskin leather sling of recursiondrakeskin leather sling of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Slings are used to hurl stones or metal shots at your foes. |
Aeruwen the yew magestaff (20-24 power, 4 apr, lightning element) Aeruwen the yew magestaff (20-24 power, 4 apr, lightning 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, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 mind When wielded/worn: Changes stats: +1 Cun Changes resistances penetration: +15% mind Changes damage: +20% lightning / +20% cold / +20% arcane / +20% fire Talent granted: +1 Command Staff Critical mult.: +5.00% Spellpower: +14 (+1 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (60-72 power, 60 apr, physical element) Awakened Staff of Absorption (60-72 power, 60 apr, physical element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 180% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+2 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 112 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Belakalthondur (30-36 power, 5 apr, lightning element) Belakalthondur (30-36 power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Changes stats: +1 Str / +2 Wil Changes resistances: +9% acid Changes resistances penetration: +15% lightning Changes damage: +30% lightning Grants telepathy: Dragon Talent granted: +1 Command Staff Critical mult.: +16.00% Reduces incoming crit damage: 10.00% Spellpower: +16 (+1 eff.) Spell crit. chance: +4% Light radius: +2 Staves designed for wielders of magic, by the greats of the art. |
Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element) Bolbum's Big Knocker (64-76.8 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stats: 190% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+1 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 6 power out of 20/20) : Effective talent level: 2.0 Power cost: 6 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Delastir the elven-wood magestaff (25-30 power, 5 apr, cold element) Delastir the elven-wood magestaff (25-30 power, 5 apr, cold element)Requires: - Magic 35 Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +13 (+2 eff.) Effects on melee hit: * 8% chance to blind Changes stats: +1 Str / +1 Wil / +2 Cun / +13 Con Changes resistances penetration: +5% acid Changes damage: +25% cold Talent granted: +1 Command Staff Life regen: +2.80 Spellpower: +24 (+1 eff.) Spell crit. chance: +4% Light radius: +4 Infravision radius: +3 Healing mod.: +34% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 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 89.68 light damage. Staves designed for wielders of magic, by the greats of the art. |
Firefist (30-36 power, 6 apr, blight element) Firefist (30-36 power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour Damage (Melee): +20 acid When wielded/worn: Damage (Melee): 20 fire Changes stats: +3 Mag / +2 Wil Changes resistances: +9% fire Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +27.00% Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +25.00 Spellpower: +29 (+1 eff.) Spell crit. chance: +5% See invisible: +11 Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (30-36 power, 8 apr, physical element) Gravitational Staff (30-36 power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 180% Mag, 30% Wil Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+1 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 8 power out of 14/14) : Effective talent level: 3.0 Power cost: 8 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 169.85 physical (gravity) damage. Each target moved beyond the first increases the damage by 21.23 (up to a maximum of 84.93 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Issyruirim the dragonbone magestaff (30-36 power, 6 apr, cold element) Issyruirim the dragonbone magestaff (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% darkness / +15% cold Changes damage: +30% cold Talent granted: +1 Command Staff Critical mult.: +12.00% Pinning immunity: +10% Knockback immunity: +15% Mana each turn: +0.26 Spellpower: +27 (+1 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 17 turns. Staves designed for wielders of magic, by the greats of the art. |
Ivutira the Noonrot (30-36 power, 6 apr, light element) Ivutira the Noonrot (30-36 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 light Burst (radius 1) on hit: +4 arcane When wielded/worn: Defense: +12 (+2 eff.) Effects on melee hit: * 9% chance to blind Damage (Melee): 21 fire Damage when hit (Melee): 12 light Changes resistances penetration: +5% light Changes damage: +30% physical / +30% temporal / +30% darkness / +45% light Talent granted: +1 Command Staff Critical mult.: +25.00% Spellpower: +23 (+1 eff.) Spell crit. chance: +5% Light radius: +3 See invisible: +11 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 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 89.68 light damage. Staves designed for wielders of magic, by the greats of the art. |
Plague-Fire Sceptre (24-28.8 power, 4 apr, physical element) Plague-Fire Sceptre (24-28.8 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stats: 200% Mag, 30% Wil Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+1 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat, costing 9 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Porelena the Dawnworth (25-30 power, 5 apr, cold element) Porelena the Dawnworth (25-30 power, 5 apr, cold element)Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to blind When wielded/worn: Armour penetration: +1 Physical crit. chance: +10.0% Damage when hit (Melee): 4 physical Changes stats: +9 Con Changes damage: +25% cold Talent granted: +1 Command Staff Critical mult.: +10.00% Life regen: +2.40 Spellpower: +23 (+1 eff.) Spell crit. chance: +4% Healing mod.: +28% Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (30-36 power, 4 apr, temporal element) Rod of Sarrilon (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 200% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+2 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element) Sceptre of the Archlich (40-48 power, 12 apr, darkness element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stats: 180% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 (+1 eff.) Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
Unlightsin (15-18 power, 3 apr, darkness element) Unlightsin (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Changes stats: +3 Con Changes resistances: +3% light / +3% lightning Changes damage: +24% darkness Talent granted: +1 Command Staff Critical mult.: +22.00% Spell save: +10 (+1 eff.) Life regen: +0.80 Spellpower: +11 (+1 eff.) Spell crit. chance: +2% Healing mod.: +13% Staves designed for wielders of magic, by the greats of the art. |
Urerion (25-30 power, 5 apr, darkness element) Urerion (25-30 power, 5 apr, darkness element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 arcane When wielded/worn: Defense: +17 (+3 eff.) Damage (Melee): 8 % chance of confusion Changes stats: +3 Mag / +4 Wil Changes damage: +25% darkness Talent granted: +1 Command Staff Physical save: +23 (+3 eff.) Disarm immunity: +15% Teleport immunity: +10% Maximum mana: +66.00 Spellpower: +25 (+1 eff.) Spell crit. chance: +12% Damage Shield penetration: +24% Staves designed for wielders of magic, by the greats of the art. |
Viperfurnace the dragonbone magestaff (30-36 power, 6 apr, arcane element) Viperfurnace the dragonbone magestaff (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn Damage (Melee): +16 nature When wielded/worn: Physical power: +4 (+1 eff.) Armour: +12 Defense: +12 (+2 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +1 Str / +6 Mag / +6 Wil Changes resistances: +6% temporal Maximum wards: +3 arcane Changes damage: +30% arcane Talents granted: +5 Ward +1 Command Staff Life regen: +0.40 Stamina each turn: +0.80 Maximum mana: +79.00 Spellpower: +26 (+1 eff.) Spell crit. chance: +19% Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Voravea' (30-36 power, 6 apr, light element) dragonbone vilestaff 'Voravea' (30-36 power, 6 apr, light element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +23.0% Defense: +11 (+2 eff.) Effects on melee hit: * Slows global speed by 40% * 10 arcane resource burn * 14% chance to blind Changes resistances: +3% cold Changes resistances penetration: +5% acid Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +29.00% Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 1.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 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 89.68 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone vilestaff of breaching (30-36 power, 6 apr, blight element)dragonbone vilestaff of breaching (30-36 power, 6 apr, blight 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, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +15% blight Changes damage: +30% blight Talent granted: +1 Command Staff Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. earthen dragonbone magestaff of fate (30-36 power, 6 apr, cold element)earthen dragonbone magestaff of fate (30-36 power, 6 apr, cold 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, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Armour Hardiness: +12% Changes damage: +30% cold Talent granted: +1 Command Staff Physical save: +27 (+3 eff.) Spell save: +15 (+2 eff.) Mental save: +11 (+1 eff.) Spellpower: +15 (+1 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. infernal yew starstaff of wizardry (20-24 power, 4 apr, physical element)infernal yew starstaff of wizardry (20-24 power, 4 apr, physical 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, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 27 fire Changes stats: +4 Mag / +4 Wil Changes damage: +20% physical Talent granted: +1 Command Staff Critical mult.: +23.00% Maximum mana: +70.00 Spellpower: +23 (+1 eff.) Spell crit. chance: +3% See invisible: +14 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging dragonbone magestaff of projection (30-36 power, 6 apr, fire element)surging dragonbone magestaff of projection (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, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +20 (+1 eff.) Spell crit. chance: +9% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 130.20 to 156.24 fire damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Earthguile' (20-24 power, 4 apr, light element) yew starstaff 'Earthguile' (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, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +8 fire When wielded/worn: Damage when hit (Melee): 8 nature Changes damage: +6% fire / +20% light / +6% nature Talent granted: +1 Command Staff Mana each turn: +0.18 Maximum mana: +51.00 Spellpower: +9 (+0 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. chilling orichalcum trident of vileness (52-83.2 power, 16 apr)chilling orichalcum trident of vileness (52-83.2 power, 16 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.0 - 83.2 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +41 blight / +42 cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. flaming orichalcum trident of ruin (53.5-85.6 power, 16 apr)flaming orichalcum trident of ruin (53.5-85.6 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.5 - 85.6 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +28 fire When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Critical mult.: +28.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. orichalcum trident of daylight (52.5-84 power, 16 apr)orichalcum trident of daylight (52.5-84 power, 16 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 52.5 - 84.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +28 light Damage against: +42% Undead A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. orichalcum trident of massacre (72.5-116 power, 16 apr)orichalcum trident of massacre (72.5-116 power, 16 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 72.5 - 116.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. quick orichalcum trident of evisceration (55-88 power, 16 apr)quick orichalcum trident of evisceration (55-88 power, 16 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 55.0 - 88.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 111% On weapon crit: * wounds the target reducing their healing When wielded/worn: Accuracy: +21 (+4 eff.) Physical crit. chance: +21.0% Physical power: +21 (+3 eff.) Changes stats: +10 Dex A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Coalbright the voratun waraxe (38.5-53.9 power, 6 apr) Coalbright the voratun waraxe (38.5-53.9 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 46% chance to cause random gloom * 25% chance to remove a magical effect Damage (Melee): +60 insidious poison / +17 nature / +4 darkness Burst (radius 1) on hit: +4 mind When wielded/worn: Armour penetration: +13 Physical crit. chance: +14.0% Changes stats: +1 Str / +1 Mag Critical mult.: +20.00% Light radius: +3 One-handed war axes. |
Glorulaith (40.5-56.7 power, 6 apr) Glorulaith (40.5-56.7 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% On weapon crit: * wounds the target reducing their healing When wielded/worn: Accuracy: +30 (+6 eff.) Physical crit. chance: +11.0% Physical power: +15 (+2 eff.) Defense: +15 (+2 eff.) Changes stats: +6 Dex Changes resistances: +3% blight / +6% fire / +9% temporal Changes resistances penetration: +10% temporal Mental save: +28 (+3 eff.) Blindness immunity: +15% Poison immunity: +10% Disarm immunity: +38% One-handed war axes. |
Layira (54.5-76.3 power, 6 apr) Layira (54.5-76.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 54.5 - 76.3 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom * Random elemental explosion * 25% chance to put talents on cooldown Damage (Melee): +8 arcane When wielded/worn: Changes resistances: +3% mind Changes resistances penetration: +15% acid / +11% fire / +12% lightning / +11% cold Changes damage: +15% arcane One-handed war axes. |
Skyclash the steel waraxe (21-29.4 power, 3 apr) Skyclash the steel waraxe (21-29.4 power, 3 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 21.0 - 29.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect On weapon crit: * wounds the target reducing their healing Damage (Melee): +11 nature When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+2 eff.) Effects on melee hit: * 30% chance to daze Changes stats: +2 Cun / +2 Str Changes damage: +6% lightning Light radius: +3 See invisible: +9 One-handed war axes. |
dwarven-steel waraxe 'Anedil' (37.5-52.5 power, 4 apr) dwarven-steel waraxe 'Anedil' (37.5-52.5 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 37.5 - 52.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 5% chance to disease Damage (Melee): +13 blight / +4 arcane When wielded/worn: Changes resistances: +3% blight Changes resistances penetration: +10% arcane / +5% blight Disease immunity: +19% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. voratun waraxe of evisceration (39.5-55.3 power, 6 apr)voratun waraxe of evisceration (39.5-55.3 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +13.0% Physical power: +15 (+2 eff.) One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 633.27 cold damage and condensing the air into freezing vapors that deal 211.09 cold damage (based on Magic) each turn for 10 turns, costing 17 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 17 power out of 60/60) : Effective talent level: 2.4 Power cost: 17 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 8 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 3). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
elven-silk cloak 'Deepsstalker' (3 def, 0 armour) elven-silk cloak 'Deepsstalker' (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Str / +6 Wil / +8 Cun / +4 Con Changes resistances: +6% acid / +6% cold / +5% arcane Changes damage: +3% darkness Grants telepathy: Dragon Mental save: +28 (+3 eff.) Maximum life: +51.00 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. spellcowled elven-silk cloak of the voidstalker (3 def, 0 armour)spellcowled elven-silk cloak of the voidstalker (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Mag / +6 Wil Changes resistances: +30% darkness / +26% temporal Spell save: +13 (+1 eff.) Maximum mana: +80.00 Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +23% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 6 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. thick elven-silk cloak of Eldoral (3 def, 13 armour)thick elven-silk cloak of Eldoral (3 def, 13 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+0 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances: +30% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cuthiran the silk robe (3 def, 0 armour) Cuthiran the silk robe (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+0 eff.) Reduces incoming crit damage: 5.00% Spell save: +18 (+2 eff.) Mental save: +27 (+3 eff.) Blindness immunity: +5% Cut immunity: +20% Knockback immunity: +10% Mindpower: +5 (+1 eff.) Mental crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Homarath the Brightpassion (0 def, 0 armour) Homarath the Brightpassion (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +1 Wil Changes resistances: +16% light / +11% mind Changes resistances penetration: +10% arcane Changes damage: +11% mind / +14% light / +5% all Spellpower: +11 (+1 eff.) Light radius: +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Willowsaw the cashmere robe (2 def, 0 armour) Willowsaw the cashmere robe (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 30 arcane resource burn Changes stats: +5 Con Changes resistances: +6% temporal / +3% light / +19% cold / +13% mind / +6% fire Changes resistances penetration: +5% nature Changes damage: +13% cold / +13% nature / +13% mind Poison immunity: +36% Disease immunity: +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. ancient elven-silk robe (5 def, 0 armour)ancient elven-silk robe (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +10 Mag Changes resistances penetration: +14% temporal / +15% physical Changes damage: +20% temporal / +20% physical Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spellwoven elven-silk robe of time (+17%) (5 def, 0 armour)spellwoven elven-silk robe of time (+17%) (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: +17% temporal Changes damage: +17% temporal Spell save: +30 (+3 eff.) Spellpower: +6 (+0 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. tormentor's linen robe (0 def, 0 armour)tormentor's linen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Cun Critical mult.: +12.00% 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. |
woollen robe 'Emyrin' (0 def, 0 armour) woollen robe 'Emyrin' (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 16 blight Changes stats: +3 Cun Changes resistances: +15% darkness Changes damage: +10% darkness / +5% all Critical mult.: +11.00% Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 Maximum life: +50.00 Spellpower: +12 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Mayoldath' (4 def, 4 armour) woollen robe 'Mayoldath' (4 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Changes stats: +4 Mag Changes resistances: +6% acid / +23% darkness / +7% light Changes resistances penetration: +5% blight Changes damage: +12% acid / +11% darkness / +5% light Spell save: +19 (+2 eff.) Maximum life: +36.00 Spellpower: +3 (+0 eff.) Spell crit. chance: +3% Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Durilen the pair of drakeskin leather boots (0 def, 5 armour) Durilen the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Wil / +9 Mag Changes resistances: +9% lightning / +6% mind / +5% arcane Spell save: +8 (+1 eff.) Blindness immunity: +5% Disarm immunity: +5% Pinning immunity: +15% Lowers spell cool-downs by: 10% It can be used to blink to a nearby random location (rad 13), putting all charms on cooldown for 14 turns. A pair of boots made of leather. |
Hettorion the pair of drakeskin leather boots (0 def, 5 armour) Hettorion the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 temporal Changes stats: +1 Mag / +2 Wil Changes resistances: +15% fire / +32% temporal / +26% darkness / +13% cold Changes resistances penetration: +18% darkness / +30% temporal Changes damage: +15% arcane Mana each turn: +0.12 Defense after a teleport: +26 Resist all after a teleport: +16% New effects duration reduction after a teleport: +30% A pair of boots made of leather. |
Kifast (10 def, 5 armour) Kifast (10 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +5% Changes stats: +2 Str / +7 Dex / +1 Mag / +3 Cun / +14 Lck Changes resistances: +24% darkness / +26% temporal Changes resistances penetration: +19% darkness / +20% temporal Reduces incoming crit damage: 10.00% Stealth bonus: +14 Light radius: +3 Defense after a teleport: +30 Resist all after a teleport: +17% New effects duration reduction after a teleport: +12% A pair of boots made of leather. |
Rainwinnow the pair of hardened leather boots (0 def, 10 armour) Rainwinnow the pair of hardened leather boots (0 def, 10 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +10 Fatigue: +3% Damage when hit (Melee): 4 arcane / 12 nature Changes stats: +2 Mag / +3 Wil Changes resistances penetration: +5% arcane Changes damage: +9% nature Mana each turn: +0.18 Maximum mana: +28.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +3% Infravision radius: +2 A pair of boots made of leather. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 12 power out of 20/20) : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
This item will automatically be transmogrified when you leave the level. blood-soaked pair of drakeskin leather boots (0 def, 5 armour)blood-soaked pair of drakeskin leather boots (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. insulating pair of voratun boots (0 def, 5 armour)insulating pair of voratun boots (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +11% fire / +15% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Flashstalker' (6 def, 4 armour) pair of dwarven-steel boots 'Flashstalker' (6 def, 4 armour)Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +3% Changes resistances: +9% lightning / +10% temporal / +6% cold Changes damage: +6% light Disease immunity: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. pair of voratun boots of invasion (0 def, 5 armour)pair of voratun boots of invasion (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Changes resistances penetration: +15% physical Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. scholar's pair of drakeskin leather boots of tirelessness (0 def, 5 armour)scholar's pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Stamina each turn: +1.30 Maximum stamina: +37.00 Spellpower: +6 (+0 eff.) A pair of boots made of leather. |
traveler's pair of hardened leather boots of rushing (0 def, 3 armour) traveler's pair of hardened leather boots of rushing (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -1% Changes stats: +2 Str / +2 Con Maximum encumbrance: +29 Physical save: +8 (+1 eff.) It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 1.2 Power cost: 14 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. |
Bethyriavea the Skywrack (0 def, 3 armour) Bethyriavea the Skywrack (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +23 (+4 eff.) Physical power: +6 (+1 eff.) Armour: +3 Fatigue: -4% Damage when hit (Melee): 8 lightning Changes stats: +6 Cun Changes resistances: +13% darkness / +6% lightning Changes resistances penetration: +20% physical Critical mult.: +6.00% Physical save: +9 (+1 eff.) Mental save: +9 (+1 eff.) Disarm immunity: +50% Life regen: +4.00 Stamina each turn: +2.00 Maximum life: +10.00 Maximum stamina: +40.00 Infravision radius: +4 When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +19 Armour Penetration: +5 Physical crit. chance: +18.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +19 darkness It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glintquencher (0 def, 19 armour) Glintquencher (0 def, 19 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +3.0% Physical power: +8 (+1 eff.) Armour: +19 Armour Hardiness: +15% Changes stats: +6 Mag / +5 Cun / +13 Con Changes resistances: +10% physical / +9% light / +10% darkness Reduces incoming crit damage: 15.00% Maximum encumbrance: +30 Life regen: +3.70 Stamina each turn: +2.40 Maximum stamina: +40.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 29.0 - 40.6 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Slumber (10% chance level 5). Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +46 light / +50 darkness It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 91.78 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. Heathash the drakeskin leather gloves (4 def, 3 armour)Heathash the drakeskin leather gloves (4 def, 3 armour) Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Damage when hit (Melee): 20 fire Changes stats: +5 Str / +5 Wil / +3 Cun / +5 Con Changes resistances: +17% blight / +19% darkness / +25% arcane / +6% mind Damage affinity(heal): +11% nature Talent masteries: +0.20 Technique / Grappling +0.20 Wild-gift / Antimagic Spell save: +23 (+2 eff.) Disarm immunity: +50% Stun/Freeze immunity: +15% Knockback immunity: +5% Life regen: +4.00 Stamina each turn: +2.00 Only die when reaching: -20.00 life Maximum stamina: +38.00 When used to modify unarmed attacks: Base power: 24.5 - 27.0 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon crits: Call of the Ooze (20% chance level 2). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 14 power out of 24/24) : Effective talent level: 2.0 Power cost: 14 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 623.87 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
This item will automatically be transmogrified when you leave the level. alchemist's drakeskin leather gloves of strength (+6) (0 def, 3 armour)alchemist's drakeskin leather gloves of strength (+6) (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +20 (+3 eff.) Armour: +3 Damage (Melee): 10 acid / 10 fire / 10 cold / 10 lightning Changes stats: +6 Str / +5 Mag / +5 Wil When used to modify unarmed attacks: Base power: 37.5 - 41.3 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +19 ice / +29 fire / +27 acid / +17 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. heroic drakeskin leather gloves of regeneration (0 def, 9 armour)heroic drakeskin leather gloves of regeneration (0 def, 9 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Mental save: +15 (+2 eff.) Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.28 Maximum life: +80.00 When used to modify unarmed attacks: Base power: 34.5 - 38.0 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +12 Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Second Wind (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. umbral drakeskin leather gloves of strength (+4) (0 def, 3 armour)umbral drakeskin leather gloves of strength (+4) (0 def, 3 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +19 (+3 eff.) Armour: +3 Damage (Melee): 19 darkness Changes stats: +4 Str Changes resistances: +14% darkness Changes damage: +11% darkness When used to modify unarmed attacks: Base power: 36.5 - 40.2 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to inflict damage reduction Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. voratun gauntlets of archery (0 def, 3 armour)voratun gauntlets of archery (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +13 Armour: +3 Changes stats: +9 Cun / +8 Dex When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +24 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 195% damage. Metal gloves protecting the hands up to the middle of the lower arm. |
Coalfoe the drakeskin leather cap (0 def, 5 armour) Coalfoe the drakeskin leather cap (0 def, 5 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% temporal / +52% cold / +24% darkness / +22% light Changes resistances penetration: +15% darkness Allows you to breathe in: water A cap made of leather. |
Corrupted Gaze (4 def, 8 armour) Corrupted Gaze (4 def, 8 armour)Requires: - Magic 16 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +40% See stealth: +12 See invisible: +12 It can be used to activate talent Vimsense (costing 14 power out of 32/32) : Effective talent level: 3.0 Power cost: 14 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 12%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 34 power out of 60/60) : Effective talent level: 1.0 Power cost: 34 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Cyrusetira (2 def, 0 armour) Cyrusetira (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Defense: +2 (+0 eff.) Changes stats: +8 Cun / +10 Wil Changes resistances: +9% acid Changes damage: +3% physical Spell save: +9 (+1 eff.) Psi each turn: +0.16 Mindpower: +13 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 8 darkness / 10 vim draining blight Changes stats: +5 Mag / +5 Wil / +6 Con Changes resistances penetration: +10% temporal Changes damage: +11% blight / +10% arcane Life regen: +0.20 Maximum vim: +25.00 Spell crit. chance: +1% It can be used to activate talent Vimsense (costing 14 power out of 45/45) : Effective talent level: 2.0 Power cost: 14 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 10%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / -4 Lck / +5 Con It can be used to activate talent Warshout (costing 26 power out of 45/45) : Effective talent level: 2.4 Power cost: 26 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Flashriver (3 def, 0 armour) Flashriver (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +3 Str / +1 Mag / +1 Wil / +10 Cun Changes damage: +15% blight / +3% fire Reduces incoming crit damage: 15.00% Mental save: +15 (+2 eff.) Mana each turn: +0.08 Psi each turn: +0.38 Spellpower on spell critical (stacks up to 3 times): +4 Mindpower: +6 (+1 eff.) Mental crit. chance: +6% Infravision radius: +9 See stealth: +25 See invisible: +25 Activating this item is instant. It can be used to activate talent Circle of Warding, placing all other charms into a 23 cooldown : Effective talent level: 3.0 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 22%, and attempts to push all creatures other then yourself out of its radius, inflicting 9.17 light damage and 9.96 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+2 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 17 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Poluta (0 def, 7 armour) Poluta (0 def, 7 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +7 Fatigue: +5% Changes stats: +15 Dex / +5 Cun Changes resistances: +12% acid / +23% darkness / +15% blight / +12% cold / +6% mind / +21% nature Physical save: +3 (+0 eff.) Confusion immunity: +5% Infravision radius: +8 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. aegis elven-silk wizard hat of madness (3 def, 0 armour)aegis elven-silk wizard hat of madness (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +10 Cun / +9 Wil Mental save: +30 (+3 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +6.00 Mental crit. chance: +8% Damage Shield Power: +15% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 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 741 mind damage and feed you 4 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 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. bladed voratun helm of the depths (0 def, 5 armour)bladed voratun helm of the depths (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +5 Str Changes resistances: +25% cold Allows you to breathe in: water It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1359.1 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Bethuritira' (2 def, 0 armour) cashmere wizard hat 'Bethuritira' (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +1 Str / +5 Mag / +4 Wil / +2 Cun Changes resistances: +13% blight Changes damage: +13% blight Critical mult.: +3.00% Spell save: +8 (+1 eff.) Mental save: +22 (+2 eff.) Confusion immunity: -20% Fear immunity: -20% Maximum life: +20.00 Mental crit. chance: +4% Healing mod.: +15% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 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 541 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% 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... |
cashmere wizard hat 'Blindnail' (2 def, 0 armour) cashmere wizard hat 'Blindnail' (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +4 Cun Changes resistances: +3% light / +6% temporal Changes resistances penetration: +5% light Changes damage: +3% light / +12% temporal Mental save: +9 (+1 eff.) Life regen: +2.90 Mana each turn: +0.25 Spellpower: +3 (+0 eff.) Spell crit. chance: +3% Light radius: +1 Damage Shield Power: +7% A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Silerin' (2 def, 2 armour) cashmere wizard hat 'Silerin' (2 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +2 Defense: +2 (+0 eff.) Changes resistances: +12% physical / +3% darkness / +6% temporal Changes damage: +12% physical Poison immunity: +5% Confusion immunity: +5% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. defender's voratun helm (8 def, 14 armour)defender's voratun helm (8 def, 14 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+1 eff.) Fatigue: +5% Changes resistances: +7% all Physical save: +15 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. drakeskin leather cap (0 def, 5 armour)drakeskin leather cap (0 def, 5 armour) 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% A cap made of leather. |
drakeskin leather cap 'Runildil' (0 def, 5 armour) drakeskin leather cap 'Runildil' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +18 Dex / +7 Mag / +10 Wil / +5 Cun / +1 Con Changes damage: +20% blight / +20% arcane Reduces incoming crit damage: 17.00% Spell crit. chance: +4% See invisible: +9 A cap made of leather. |
This item will automatically be transmogrified when you leave the level. stabilizing drakeskin leather cap (0 def, 5 armour)stabilizing drakeskin leather cap (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Physical save: +25 (+3 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. voratun helm of dexterity (+10) (0 def, 5 armour)voratun helm of dexterity (+10) (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Dex A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. voratun helm of ire (0 def, 5 armour)voratun helm of ire (0 def, 5 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +6 Con Physical save: +15 (+2 eff.) Mental save: +15 (+2 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.4 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 17 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. werebeast's voratun helm of knowledge (0 def, 5 armour)werebeast's voratun helm of knowledge (0 def, 5 armour) Requires: - Talent Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str / +5 Dex / +5 Wil / +10 Cun / +5 Con Changes resistances: -40% light Life regen: +8.00 Mindpower: +6 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blazesweeper (3 def, 14 armour) Blazesweeper (3 def, 14 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+0 eff.) Fatigue: +10% Changes stats: +1 Dex / +3 Wil Changes resistances: +9% lightning / +18% fire / +21% cold Grants telepathy: Dragon Physical save: +8 (+1 eff.) A suit of armour made of mail. |
Flashstrider (5 def, 10 armour) Flashstrider (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +25 (+4 eff.) Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 9 light Changes stats: +8 Str / +10 Mag / +18 Wil Changes resistances: +26% lightning / +23% cold / +29% darkness / +29% blight Changes resistances penetration: +5% blight Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +17 (+1 eff.) Spell crit. chance: +8% Mindpower: +25 (+4 eff.) Mental crit. chance: +8% Light radius: +2 A suit of armour made of mail. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 34 power out of 60/60) : Effective talent level: 2.0 Power cost: 34 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Porutha the voratun mail armour (5 def, 16 armour) Porutha the voratun mail armour (5 def, 16 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +16 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +3 Con Changes resistances: +41% acid / +14% cold Allows you to breathe in: water Critical mult.: +6.00% Physical save: +9 (+1 eff.) Life regen: +7.40 Stamina each turn: +1.90 See invisible: +9 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable voratun mail armour (5 def, 30 armour)impenetrable voratun mail armour (5 def, 30 armour) Requires: - Strength 48 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +30 Defense: +5 (+1 eff.) Fatigue: +16% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. voratun mail armour of clarity (5 def, 10 armour)voratun mail armour of clarity (5 def, 10 armour) Requires: - Strength 48 - Talent Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes resistances: +10% mind Mental save: +21 (+2 eff.) A suit of armour made of mail. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+2 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Kindlespawner (15 def, 8 armour) Kindlespawner (15 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Armour: +8 Defense: +15 (+2 eff.) Fatigue: +8% Damage (Melee): 8 acid Damage (Ranged): 9 acid Damage when hit (Melee): 4 arcane Changes stats: +10 Str / +10 Dex / +3 Wil Changes resistances: +27% acid / +10% physical / +30% nature Changes damage: +3% light Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Physical save: +45 (+5 eff.) Maximum psi: +10.00 Spellpower: +4 (+0 eff.) Mental crit. chance: +4% A suit of armour made of leather. |
Yvota the Glimmerumbra (29 def, 7 armour) Yvota the Glimmerumbra (29 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +29 (+5 eff.) Ranged Defense: +21 (+4 eff.) Fatigue: +8% Damage (Melee): 16 lightning / 14 fire / 12 acid Damage (Ranged): 14 lightning Damage when hit (Melee): 12 acid / 11 fire / 8 light Changes resistances: +42% lightning / +30% cold / +18% fire / +23% acid Mindpower: +16 (+3 eff.) A suit of armour made of leather. |
cured leather armour 'Xuma' (2 def, 4 armour) cured leather armour 'Xuma' (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +5 Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Effects on melee hit: * 15% chance to corrode armour Damage (Melee): 6 acid Damage (Ranged): 6 acid Changes stats: +3 Cun / +3 Wil Changes resistances: +39% acid / +12% nature Changes damage: +3% acid / +6% temporal Mental save: +12 (+1 eff.) A suit of armour made of leather. |
drakeskin leather armour 'Aerokalthodig' (25 def, 8 armour) drakeskin leather armour 'Aerokalthodig' (25 def, 8 armour)Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +25 (+4 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +8% Damage (Melee): 8 lightning Damage (Ranged): 8 lightning Damage when hit (Melee): 12 mind Changes stats: +7 Cun / +4 Wil Changes resistances: +23% lightning / +20% cold / +9% mind Changes resistances penetration: +5% blight Changes damage: +9% blight Mental save: +20 (+2 eff.) Life regen: +3.10 Maximum life: +80.00 Healing mod.: +22% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. drakeskin leather armour of cold resistance (5 def, 8 armour)drakeskin leather armour of cold resistance (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +25% cold A suit of armour made of leather. |
hardened leather armour 'Umbrafoe' (20 def, 11 armour) hardened leather armour 'Umbrafoe' (20 def, 11 armour)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +11 Defense: +20 (+3 eff.) Ranged Defense: +16 (+3 eff.) Fatigue: +8% Damage (Melee): 7 lightning Damage (Ranged): 7 lightning Damage when hit (Melee): 4 darkness Changes stats: +2 Cun / +3 Dex Changes resistances: +10% lightning / +15% cold / +5% arcane Mental save: +16 (+2 eff.) Movement speed: +20% A suit of armour made of leather. |
reinforced leather armour 'Zubyth' (4 def, 20 armour) reinforced leather armour 'Zubyth' (4 def, 20 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +20 Defense: +4 (+1 eff.) Fatigue: +8% Damage (Melee): 9 arcane / 9 fire Damage (Ranged): 9 arcane / 9 fire Changes stats: +3 Mag Changes resistances: +24% fire / +8% arcane / +26% physical Changes resistances penetration: +10% blight Spell save: +31 (+3 eff.) Mana each turn: +0.38 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +18 (+1 eff.) Spell crit. chance: +1% A suit of armour made of leather. |
Cuirass of the Dark Lord (0 def, 30 armour) Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+2 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 745.21 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 14 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Kindletitan the stralite plate armour (7 def, 13 armour) Kindletitan the stralite plate armour (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +26% Changes resistances: +24% fire / +6% nature / +6% light Changes damage: +3% light Spell save: +25 (+2 eff.) Life regen: +3.40 Maximum life: +112.00 Healing mod.: +39% A suit of armour made of metal plates. |
The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +35 Defense: +25 (+4 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+2 eff.) Spell save: +25 (+2 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 9 power out of 15/15) : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
This item will automatically be transmogrified when you leave the level. spiked voratun plate armour of implacability (9 def, 26 armour)spiked voratun plate armour of implacability (9 def, 26 armour) Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 19 physical Physical save: +11 (+1 eff.) A suit of armour made of metal plates. |
steel plate armour 'Ivywyn' (10 def, 20 armour) steel plate armour 'Ivywyn' (10 def, 20 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +20 Defense: +10 (+2 eff.) Fatigue: +22% Changes stats: +4 Cun Changes resistances: +6% acid / +3% temporal / +6% mind Mental save: +27 (+3 eff.) Maximum psi: +20.00 A suit of armour made of metal plates. |
Furnaceparry (8 def, 2 armour, 29-34.8 power, 79 block) Furnaceparry (8 def, 2 armour, 29-34.8 power, 79 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.0 - 34.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +79 On weapon hit: * 20% chance to blind Damage (Melee): +8 fire / +14 temporal Burst (radius 1) on hit: +12 fire When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 15 temporal Changes resistances: +3% fire / +13% 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 17 cooldown : Effective talent level: 5.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (328) 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. Handheld deflection devices. |
Olidolen the dwarven-steel shield (8 def, 2 armour, 31.5-37.8 power, 86 block) Olidolen the dwarven-steel shield (8 def, 2 armour, 31.5-37.8 power, 86 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.5 - 37.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +86 On weapon hit: * 40% chance to gain 10% of a turn Damage (Melee): +12 light Burst (radius 2) on crit: +17 light / +13 darkness When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Effects when hit in melee: * 20% chance to blind Damage when hit (Melee): 4 temporal Changes stats: +3 Mag / +5 Con Changes resistances: +20% light / +9% temporal / +12% mind / +7% darkness Talent granted: +3 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. impervious voratun shield of crushing (12 def, 15 armour, 76.5-91.8 power, 313.5 block)impervious voratun shield of crushing (12 def, 15 armour, 76.5-91.8 power, 313.5 block) Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 76.5 - 91.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +314 On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +15 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes stats: +7 Con Talent granted: +5 Block Physical save: +14 (+2 eff.) Handheld deflection devices. |
iron shield of fire resistance (+15%) (4 def, 2 armour, 8-9.6 power, 19 block) iron shield of fire resistance (+15%) (4 def, 2 armour, 8-9.6 power, 19 block)Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +19 When wielded/worn: Armour: +2 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes resistances: +15% fire Talent granted: +1 Block Handheld deflection devices. |
Cuthyyahell the quiver of ash arrows (19/19, 24-33.6 power, 11 apr) Cuthyyahell the quiver of ash arrows (19/19, 24-33.6 power, 11 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 24.0 - 33.6 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +11 Physical crit. chance: +5.5% Capacity: 19 On weapon hit: * 20% chance to corrode armour * 20% chance to torment the target Travel speed: +200% Damage (Ranged): +8 temporal / +9 darkness / +4 arcane / +9 nature / +7 mind Burst (radius 1) on hit: +8 arcane Arrows are used with bows to pierce your foes to death. |
Relgiran (24/24, 63.5-88.9 power, 30 apr) Relgiran (24/24, 63.5-88.9 power, 30 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 63.5 - 88.9 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +15.0% Capacity: 24 On weapon hit: * 19% chance to disease * Random elemental explosion Travel speed: +200% Damage (Ranged): +16 blight / +4 temporal Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +12 temporal Arrows are used with bows to pierce your foes to death. |
Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 30% Wil, 70% Dex, 60% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
quiver of ash arrows 'Muckripper' (21/50, 21-29.4 power, 7 apr) quiver of ash arrows 'Muckripper' (21/50, 21-29.4 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 21.0 - 29.4 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 50 On weapon hit: * Slows global speed by 20% * 40% chance to corrode armour * 25% chance for lightning to arc to a second target Damage (Ranged): +7 lightning When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
384 alchemist agate 384 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Delirig the dwarven-steel pickaxe (dig speed 30 turns) Delirig the dwarven-steel pickaxe (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +2 Str Changes resistances: +11% nature / +3% acid Changes damage: +7% nature Poison immunity: +5% Cut immunity: +15% Silence immunity: +15% Confusion immunity: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Gimilaith the voratun pickaxe (dig speed 5 turns) Gimilaith the voratun pickaxe (dig speed 5 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour: +4 Defense: +6 (+1 eff.) Effects on melee hit: * Slows global speed by 40% Changes stats: +3 Str / +5 Cun Changes resistances: +9% physical Reduces incoming crit damage: 10.00% Physical save: +6 (+1 eff.) Silence immunity: +10% Confusion immunity: +5% Only die when reaching: -20.00 life Maximum life: +37.00 Maximum stamina: +27.00 Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.00 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. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Spectral Cage Spectral CagePowered 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 (+0 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 627 cold damage (based on your Magic), costing 12 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. |
dwarven lantern 'Beleda' dwarven lantern 'Beleda'Powered by arcane forces Crafted by a master 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 17 fire Changes stats: +2 Str / +5 Mag Changes resistances: +7% fire Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Mental save: +6 (+1 eff.) Spellpower: +8 (+0 eff.) Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 11 power out of 35/35) : Effective talent level: 2.4 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 6 power out of 9/9) : Effective talent level: 2.0 Power cost: 6 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 196.70 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 bloodstone 2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 114 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1053.36 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 14 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Beomarek the pouch of stralite shots (19/19, 45.5-54.6 power, 5 apr) Beomarek the pouch of stralite shots (19/19, 45.5-54.6 power, 5 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 45.5 - 54.6 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Physical crit. chance: +18.5% Capacity: 19 On weapon crit: * cripple the target Damage (Ranged): +28 temporal / +17 nature / +28 cold Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +13 cold / +4 mind / +8 temporal Shots are used with slings to pummel your foes to death. |
Dazzlegrind (21/21, 53.5-64.2 power, 6 apr) Dazzlegrind (21/21, 53.5-64.2 power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 21 On weapon hit: * 10% chance to crush the target * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * wounds the target Damage (Ranged): +18 temporal / +4 light / +19 gravity / +20 bleed / +8 arcane / +10 physical Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +8 arcane / +12 light Shots are used with slings to pummel your foes to death. |
Gunasarim (23/23, 59.5-71.4 power, 18 apr) Gunasarim (23/23, 59.5-71.4 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Base power: 59.5 - 71.4 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Physical crit. chance: +19.0% Capacity: 23 On weapon hit: * 20% chance to curse the target * 25% chance for lightning to arc to a second target Travel speed: +200% Damage (Ranged): +73 blight / +20 darkness / +12 arcane / +19 lightning Shots are used with slings to pummel your foes to death. |
Zubodakira (22/22, 31-37.2 power, 3 apr) Zubodakira (22/22, 31-37.2 power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Base power: 31.0 - 37.2 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Blight Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 22 On weapon hit: * 40% chance to corrode armour * 10% chance to knock the target back * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * splashes the target with acid Damage (Ranged): +5 acid / +37 physical / +5 temporal Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +4 blight Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. acidic pouch of voratun shots of daylight (22/22, 54-64.8 power, 6 apr)acidic pouch of voratun shots of daylight (22/22, 54-64.8 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.0 - 64.8 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 22 On weapon crit: * splashes the target with acid Damage (Ranged): +20 light / +17 acid Damage against: +30% Undead Shots are used with slings to pummel your foes to death. |
Khelukhad the Sunonslaught [power 177] (4 cooldown) Khelukhad the Sunonslaught [power 177] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +6% darkness Maximum wards: +4 physical / +4 mind / +4 darkness Talent granted: +2 Ward Light radius: +3 It can be used to fire a blast of psionic energies in a range 9 beam dealing 98.23 to 196.47 mind damage, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
Manymnir [power 63] (17 cooldown) Manymnir [power 63] (17 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +4 Cun Changes resistances: +12% acid Changes resistances penetration: +10% mind Talents cooldown: Telekinetic Blast (+5 turn) Silence (+10 turn) Talents granted: +5 Telekinetic Blast +10 Silence Mindpower: +12 (+2 eff.) Mental crit. chance: +4% It can be used to teleport randomly (rad 63), putting all charms on cooldown for 17 turns. Torques are made by powerful psionics to store psionic powers. |
Spiderclash [power 5] (8 cooldown) Spiderclash [power 5] (8 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 12 fire Changes resistances: +12% nature Changes damage: +6% fire Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to remove up to 5 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 19 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Starbore [power 152] (12 cooldown) Starbore [power 152] (12 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +2 Mag Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +3 Lay Web Light radius: +2 Damage Shield penetration: +10% It can be used to heal a target within range 9 (based on Willpower) for 152, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 7 stamina. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. forceful dragonbone totem of healing [power 222] (12 cooldown)forceful dragonbone totem of healing [power 222] (12 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal a target within range 9 (based on Willpower) for 222, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 12 stamina. Natural totems are made by powerful wilders to store nature power. |
This item will automatically be transmogrified when you leave the level. quick dragonbone totem of cure ailments [power 3] (4 cooldown)quick dragonbone totem of cure ailments [power 3] (4 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 3 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 4 turns. Natural totems are made by powerful wilders to store nature power. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Gilalesta [power 125] (9 cooldown) Gilalesta [power 125] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +2 Dex / +6 Cun / +2 Con Changes resistances: +9% acid Talent cooldown: Void Blast (+12 turn) Talents granted: +4 Volcano +10 Void Blast Reduces incoming crit damage: 10.00% Light radius: +1 See invisible: +9 It can be used to disarm traps (125 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Goregrind the yew wand of clairvoyance [power 11] (4 cooldown) Goregrind the yew wand of clairvoyance [power 11] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes resistances penetration: +5% nature / +15% temporal Changes damage: +6% temporal Talent granted: +5 Strike It can be used to reveal the area around you, dispelling darkness (radius 11, power 77 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Rotviper [power 265] (6 cooldown) Rotviper [power 265] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +2 Cun Changes damage: +21% mind / +9% nature Talent cooldown: Void Blast (+6 turn) Talents granted: +3 Void Blast +2 Volcano Maximum vim: +5.00 It can be used to fire a bolt of a random element with (base) damage 132 to 265, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
5 diamond 5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl 4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 quartz 9 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By cptinsano the Homosuperior Adventurer level 30
67th Haze 122nd year of Ascendancy at 23:55 see stats
By cptinsano the Homosuperior Adventurer level 43
9th Regrowth 123rd year of Ascendancy at 23:58 see stats
By cptinsano the Homosuperior Adventurer level 29
65th Haze 122nd year of Ascendancy at 10:25 see stats
By cptinsano the Homosuperior Adventurer level 39
5th Regrowth 123rd year of Ascendancy at 05:20 see stats
By cptinsano the Homosuperior Adventurer level 40
9th Regrowth 123rd year of Ascendancy at 21:37 see stats
By cptinsano the Homosuperior Adventurer level 32
76th Haze 122nd year of Ascendancy at 00:11 see stats
By cptinsano the Homosuperior Adventurer level 17
65th Dusk 122nd year of Ascendancy at 04:47 see stats
By cptinsano the Homosuperior Adventurer level 30
72nd Haze 122nd year of Ascendancy at 22:38 see stats
By cptinsano the Homosuperior Adventurer level 9
78th Pyre 122nd year of Ascendancy at 03:35 see stats
By cptinsano the Homosuperior Adventurer level 22
59th Haze 122nd year of Ascendancy at 10:32 see stats
By cptinsano the Homosuperior Adventurer level 50
58th Regrowth 123rd year of Ascendancy at 12:46 see stats
By cptinsano the Homosuperior Adventurer level 28
65th Haze 122nd year of Ascendancy at 08:18 see stats
By cptinsano the Homosuperior Adventurer level 26
65th Haze 122nd year of Ascendancy at 03:27 see stats
By cptinsano the Homosuperior Adventurer level 46
58th Regrowth 123rd year of Ascendancy at 07:00 see stats
By cptinsano the Homosuperior Adventurer level 17
5th Mirth 122nd year of Ascendancy at 10:12 see stats
By cptinsano the Homosuperior Adventurer level 42
9th Regrowth 123rd year of Ascendancy at 22:01 see stats
By cptinsano the Homosuperior Adventurer level 10
78th Pyre 122nd year of Ascendancy at 13:02 see stats
By cptinsano the Homosuperior Adventurer level 20
41st Haze 122nd year of Ascendancy at 01:07 see stats
By cptinsano the Homosuperior Adventurer level 30
65th Haze 122nd year of Ascendancy at 10:25 see stats
By cptinsano the Homosuperior Adventurer level 40
9th Regrowth 123rd year of Ascendancy at 21:31 see stats
By cptinsano the Homosuperior Adventurer level 50
58th Regrowth 123rd year of Ascendancy at 11:26 see stats
By cptinsano the Homosuperior Adventurer level 45
58th Regrowth 123rd year of Ascendancy at 05:30 see stats
By cptinsano the Homosuperior Adventurer level 36
2nd Wintertide 123rd year of Ascendancy at 12:54 see stats
By cptinsano the Homosuperior Adventurer level 43
20th Regrowth 123rd year of Ascendancy at 22:40 see stats
By cptinsano the Homosuperior Adventurer level 30
72nd Haze 122nd year of Ascendancy at 19:54 see stats
By cptinsano the Homosuperior Adventurer level 31
72nd Haze 122nd year of Ascendancy at 22:46 see stats
By cptinsano the Homosuperior Adventurer level 50
58th Regrowth 123rd year of Ascendancy at 12:45 see stats
By cptinsano the Homosuperior Adventurer level 43
9th Regrowth 123rd year of Ascendancy at 23:58 see stats
By cptinsano the Homosuperior Adventurer level 8
77th Pyre 122nd year of Ascendancy at 05:12 see stats
By cptinsano the Homosuperior Adventurer level 43
9th Regrowth 123rd year of Ascendancy at 23:58 see stats
By cptinsano the Homosuperior Adventurer level 50
58th Regrowth 123rd year of Ascendancy at 12:46 see stats
By cptinsano the Homosuperior Adventurer level 44
45th Regrowth 123rd year of Ascendancy at 15:47 see stats
By cptinsano the Homosuperior Adventurer level 4
75th Pyre 122nd year of Ascendancy at 05:52 see stats
By cptinsano the Homosuperior Adventurer level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By cptinsano the Homosuperior Adventurer level 28
65th Haze 122nd year of Ascendancy at 09:03 see stats
Log
Cptinsano is slowing down.
cptinsano HEALS from acid damage!
Acid Splash from Argoniel hits cptinsano for 0 acid, 5 healing (0 total damage) [5 healing].
Cptinsano is invigorated by the attack!
Talent Stoning Poison is ready to use.
cptinsano HEALS from acid damage!
Acid Splash from Argoniel hits cptinsano for 0 acid, 5 healing (0 total damage) [5 healing].
Cptinsano's mind surges with critical power!
Cptinsano is invigorated by the attack!
cptinsano HEALS from acid damage!
Acid Splash from Argoniel hits cptinsano for 0 acid, 5 healing (0 total damage) [5 healing].
Cptinsano deactivates Precise Strikes.
Cptinsano no longer revels in blood quite so much.
Cptinsano deactivates Shield Wall.
Cptinsano deactivates Trained Reactions.
Cptinsano deactivates Daunting Presence.
Cptinsano is no longer attuned.
Cptinsano deactivates Slow Motion.
Cptinsano is free from the acid.
Cptinsano meditates on nature.
Cptinsano deactivates Mitosis.
Cptinsano deactivates Insidious Poison.
Cptinsano deactivates Elemental Harmony.
Cptinsano deactivates Crippling Poison.