Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
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 | Madness Roguelike |
Sex | Male |
Race | Homosuperior |
Class | Adventurer |
Level / Exp | 44 / 31% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 115 (base 60) |
Dexterity | 73 (base 60) |
Constitution | 82 (base 60) |
Magic | 72 (base 60) |
Willpower | 90 (base 60) |
Cunning | 92 (base 60) |
Resources
Mana | 1218/1218 |
Psi_feedback | 0/645 |
Life | 16746/16746 |
Souls | 10/10 |
Paradox | 300 |
Equilibrium | 53 |
Vim | 948/948 |
Positive | 824/824 |
Stamina | 5398/5398 |
Healing Factor | 0.9730632332122 |
Regeneration | 98.279386554432 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +215% |
Spell | +200% |
Global | +375% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 9 |
See Stealth | 24.411014494662 |
See Invisible | 67.735599395978 |
ESP Range | 5 |
ESP Kinds | demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
Damage | 238 |
Accuracy | 72 |
Crit Chance | 121% |
APR | 59 |
Speed | 0.33 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 104.1 |
Crit Chance | 69% |
Speed | 0.33333333333333 |
Cooldown Reduction | 83.85 |
Offense: Mind
Mindpower | 100.21666666667 |
Crit Chance | 46% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +13% |
Defense: Base
Armour (hardiness) | 105 (100%) |
Defense | 58.83819255413 |
Ranged Defense | 62.128644415598 |
Fatigue | 0 |
Physical Save | 164.49444444444 |
Spell Save | 169.02222222222 |
Mental Save | 179.52478233242 |
Defense: Resistances
All | +101%(100%) |
Defense: Immunities
Disarm Resistance | 50% |
Pinning Resistance | 36% |
Silence Resistance | 25% |
Confusion Resistance | 100% |
Fear Resistance | 50% |
Stun Resistance | 65% |
Instadeath Resistance | 100% |
Knockback Resistance | 92% |
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: 3 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
Technique / Archery - bows | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Nightfall | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Star fury | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Golemancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Sun | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Moss | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Slime | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Meta | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery prowess | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (utility) | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Frost alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed weapons | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Guardian | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Glyphs | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery excellence | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Sunlight | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Hounds | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Threaded Combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Crusader | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Oozing blades | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (advanced) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Energy alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Eclipse | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Twilight | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Stasis | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced-golemancy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Eyal's fury | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Corrosive blades | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrotic minions | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Explosive admixtures | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Grave | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (distance) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Superiority | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Shadow magic | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Circles | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery - slings | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (melee) | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Acid alchemy | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Blade Threading | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mucus | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aether | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual weapons | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced necrotic minions | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (augmentation) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torment | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Oppression | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Demonic strength | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spacetime Weaving | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Curses | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Fate Weaving | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Field control | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Acrobatics | 1.00 |
| 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 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Meditation |
talent | Arcane Combat |
talent | Shadow Combat |
talent | Wild Growth |
talent | Psiblades |
talent | Lacerating Strikes |
talent | Keen Senses |
talent | Daunting Presence |
talent | Trained Reactions |
talent | Precise Strikes |
talent | Arcane Power |
talent | Elemental Harmony |
talent | Arcane Shield |
talent | Shielding |
talent | Slow Motion |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the 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 |
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 the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 345. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of greater demon bile. * You've found the needed minotaur nose. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Xanumilaith the Rootslice (0 def, 5 armour) Xanumilaith the Rootslice (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +3 Cun / +3 Con Changes resistances: +6% nature / +4% physical Physical save: +16 (+2 eff.) Mental save: +16 (+2 eff.) Stamina each turn: +0.80 Maximum stamina: +24.00 Spellpower: +4 (+1 eff.) Healing mod.: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Ulfyragen UlfyragenPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Changes resistances: +9% blight / +7% darkness / +6% mind Changes resistances penetration: +13% all Grants telepathy: Demon/Minor Demon/Major Silence immunity: +25% Stun/Freeze immunity: +15% Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Light radius: +11 Infravision radius: +6 See invisible: +11 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 65 blight damage or heals 52 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | drakeskin leather cap 'Bethimira' (0 def, 5 armour) drakeskin leather cap 'Bethimira' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +4 Dex / +8 Wil / +5 Cun / +11 Con Changes resistances: +10% blight / -30% light Critical mult.: +5.00% Mental save: +36 (+4 eff.) Life regen: +5.50 Maximum hate: +2.00 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +30 A cap made of leather. |
On hands | Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning It can be used to activate talent Chain Lightning (costing 10 power out of 16/16) : Effective talent level: 3.0 Power cost: 10 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 167.18 to 501.54 damage and forking to another target. It can hit up to 6 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. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Tool | elven-wood totem of cure ailments 'Ce'Nyselle' [power 3] (6 cooldown) elven-wood totem of cure ailments 'Ce'Nyselle' [power 3] (6 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 16 mind / 4 acid Changes resistances: +6% mind Maximum wards: +3 acid / +3 nature / +3 light Changes resistances penetration: +5% acid Changes damage: +6% acid / +3% mind Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +1 Ward 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 6 turns. When used: 100% chance to regenerate 11 equilibrium. Natural totems are made by powerful wilders to store nature power. |
On fingers | Urendil UrendilCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +8 Cun / +8 Wil Changes resistances: +3% temporal Changes resistances penetration: +5% temporal Critical mult.: +15.00% Spell save: +3 (+0 eff.) Mental save: +14 (+1 eff.) Disarm immunity: +50% Confusion immunity: +50% Pinning immunity: +36% Knockback immunity: +42% Vim when firing critical spell: +1.00 Maximum life: +47.00 Mindpower: +15 (+2 eff.) Rings can have magical properties. |
On fingers | stralite ring 'Breezegrinder' stralite ring 'Breezegrinder'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +25 (+6 eff.) Armour penetration: +23 Defense: +24 (+8 eff.) Changes stats: +6 Wil Changes resistances: +3% nature / +6% cold / +3% darkness / +5% arcane Changes resistances penetration: +10% nature Mental save: +12 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | steel amulet 'Takath' steel amulet 'Takath'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +1 Dex / +3 Cun / +1 Con Changes resistances: +14% fire / +11% cold Changes damage: +6% physical Critical mult.: +12.00% Light radius: +2 Combat speed: +10% Amulets can have magical properties. |
In main hand | Noonbender (37-48.1 power, 9 apr) Noonbender (37-48.1 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 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 blind * 16% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +16 acid Burst (radius 2) on crit: +4 light When wielded/worn: Armour penetration: +12 Changes stats: +1 Str / +2 Dex / +3 Cun Changes resistances penetration: +12% physical Changes damage: +12% physical Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Sharp, short and deadly. |
Around waist | hardened leather belt 'Huristir' hardened leather belt 'Huristir'Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Defense: +11 (+4 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes resistances penetration: +10% arcane Changes damage: +9% temporal Reduced damage from: +26% Summoned Stealth bonus: +7 Maximum life: +36.00 A belt that goes around your waist. |
In off hand | Flashwreck (12 def, 3 armour, 82-98.4 power, 182 block) Flashwreck (12 def, 3 armour, 82-98.4 power, 182 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 82.0 - 98.4 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: +182 On weapon hit: * reduce the cooldown of your ward talent by 1 On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes stats: +1 Dex / +3 Mag Changes resistances: +29% fire Maximum wards: +4 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Changes damage: +12% light Talents granted: +1 Ward +5 Block Infravision radius: +3 Handheld deflection devices. |
Cloak | Plaguekin the cashmere cloak (2 def, 0 armour) Plaguekin the cashmere cloak (2 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 nature / 12 acid Changes stats: +2 Str / +3 Wil / +2 Con Changes resistances penetration: +10% nature Spell save: +11 (+1 eff.) Mental save: +13 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Isloth the stralite plate armour (17 def, 25 armour) Isloth the stralite plate armour (17 def, 25 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +25 Defense: +17 (+5 eff.) Fatigue: +26% Changes stats: +5 Cun / +1 Str Changes resistances: +19% lightning / +9% light / +6% darkness / +9% cold / +6% nature / +12% acid Allows you to breathe in: water Mental save: +22 (+2 eff.) Only die when reaching: -60.00 life A suit of armour made of metal plates. |
Inventory
Primal Infusion (affinity 18%; cure magical, physical, mental) Primal Infusion (affinity 18%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 18% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
Rune of Reflection (absorb and reflect 460 for 5 turns) Rune of Reflection (absorb and reflect 460 for 5 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: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 460 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (510.00 temporal damage, removed from time 4 turns) Rune of the Rift (510.00 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: 3 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Inflicts 994.50 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Bethomira the voratun amulet Bethomira the voratun amuletInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +2 Wil / +3 Mag Changes resistances: +40% mind / +18% lightning Confusion immunity: +65% Stun/Freeze immunity: +42% Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +1% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Blackstar the gold amulet Blackstar the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str / +1 Wil Changes damage: +12% darkness Mental save: +10 (+1 eff.) Maximum psi: +20.00 Amulets can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Gumitta the gold ring Gumitta the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * 40% chance to corrode armour Damage when hit (Melee): 12 mind Changes stats: +1 Cun Changes damage: +6% all Maximum psi: +10.00 Spellpower: +14 (+2 eff.) Mindpower: +13 (+2 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +20 Rings can have magical properties. |
Kheloruiblek the Gleamkiss Kheloruiblek the GleamkissInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 8 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 5 bleed Damage when hit (Melee): 4 darkness / 4 light Changes stats: +3 Cun / +7 Wil Changes resistances: +22% cold Changes resistances penetration: +10% light Changes damage: +3% light / +11% cold Mental save: +14 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+1 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Smearshaper SmearshaperInfused by nature Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 12 bleed Changes stats: +1 Cun Changes resistances: +12% acid / +52% cold / +9% nature Changes damage: +3% acid / +26% cold Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 29%. Rings can have magical properties. |
Strikepall the steel ring Strikepall the steel ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +15 (+4 eff.) Effects on melee hit: * 15% chance to daze Changes stats: +11 Cun / +12 Dex Changes resistances: +3% mind / +22% fire Changes damage: +9% mind / +11% fire Rings can have magical properties. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Cracklewind (19.5-29.25 power, 2 apr) Cracklewind (19.5-29.25 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.5 - 29.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 lightning / +14 temporal / +16 nature When wielded/worn: Armour penetration: +5 Critical mult.: +6.00% Life regen: +0.20 Massive two-handed battleaxes. |
Drake's Bane (52-78 power, 21 apr) Drake's Bane (52-78 power, 21 apr)Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Physical crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 (+1 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Fulorochik (42-63 power, 2 apr) Fulorochik (42-63 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning / +4 mind Burst (radius 1) on hit: +4 mind When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +10 (+3 eff.) Cut immunity: +10% Disarm immunity: +45% Only die when reaching: -80.00 life Massive two-handed battleaxes. |
Lelygosagas the Strikeglory (20-30 power, 2 apr) Lelygosagas the Strikeglory (20-30 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 19% chance to cause random gloom On weapon crit: * cripple the target Damage (Melee): +10 temporal / +9 mind / +9 nature When wielded/worn: Physical crit. chance: +10.0% Changes stats: +3 Cun / +3 Wil Changes resistances: +9% nature / +3% temporal Changes resistances penetration: +5% lightning Spell save: +10 (+1 eff.) Massive two-handed battleaxes. |
Oludan the dwarven-steel battleaxe (45-67.5 power, 2 apr) Oludan the dwarven-steel battleaxe (45-67.5 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Burst (radius 1) on hit: +8 physical When wielded/worn: Armour penetration: +28 Physical crit. chance: +15.0% Physical power: +6 (+1 eff.) Changes stats: +1 Con Changes resistances penetration: +12% physical Changes damage: +14% physical Critical mult.: +19.00% Massive two-handed battleaxes. |
Glelaith the voratun dagger (37.5-48.75 power, 11 apr) Glelaith the voratun dagger (37.5-48.75 power, 11 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: 37.5 - 48.8 Uses stats: 30% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +15.0% Attack speed: 100% On weapon hit: * 20% chance to daze Damage (Melee): +12 mind When wielded/worn: Armour penetration: +10 Changes stats: +3 Str / +2 Dex / +3 Mag / +3 Wil / +2 Cun / +3 Con Changes resistances penetration: +8% lightning / +8% physical Changes damage: +9% physical Spell save: +25 (+3 eff.) Maximum life: +20.00 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, short and deadly. |
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. |
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. |
Silent Blade (25-32.5 power, 10 apr) Silent Blade (25-32.5 power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 30% Wil, 55% Dex, 50% Mag, 35% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Singeblast (12-15.6 power, 6 apr) Singeblast (12-15.6 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: 12.0 - 15.6 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: * Slows global speed by 8% Damage (Melee): +4 nature / +6 temporal / +6 darkness Burst (radius 1) on hit: +8 fire Damage against: +6% Living When wielded/worn: Armour: +4 Physical save: +3 (+0 eff.) Cut immunity: +15% Sharp, short and deadly. |
Unrymnir the stralite dagger (30-39 power, 9 apr) Unrymnir the stralite dagger (30-39 power, 9 apr)Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 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: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 11% * leeches stamina from the target Damage (Melee): +26 insidious poison When wielded/worn: Physical power: +11 (+2 eff.) Damage when hit (Melee): 7 nature slow Changes stats: +6 Wil / +5 Con Changes resistances penetration: +5% acid / +10% physical Disarm immunity: +15% See invisible: +6 Sharp, short and deadly. |
dwarven-steel dagger 'Splendoursweep' (17.5-22.75 power, 7 apr) dwarven-steel dagger 'Splendoursweep' (17.5-22.75 power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.5 - 22.8 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: 100% Damage (Melee): +32 insidious poison / +4 light / +12 nature When wielded/worn: Changes resistances: +9% nature Light radius: +3 Sharp, short and deadly. |
steel dagger 'Cyruthra' (23.5-30.55 power, 6 apr) steel dagger 'Cyruthra' (23.5-30.55 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 23.5 - 30.6 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: * 12% chance to disease Damage (Melee): +8 blight When wielded/worn: Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Equilibrium when hit: +0.04 Maximum psi: +10.00 Sharp, short and deadly. |
Adidata the Darkvagrant (35.5-53.25 power, 2 apr) Adidata the Darkvagrant (35.5-53.25 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 35.5 - 53.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +12 cold When wielded/worn: Physical crit. chance: +9.0% Physical power: +7 (+1 eff.) Damage when hit (Melee): 4 temporal Changes resistances: +3% darkness Changes damage: +3% darkness / +6% temporal Massive two-handed mauls. |
Aeryrim (70-105 power, 4 apr) Aeryrim (70-105 power, 4 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: 70.0 - 105.0 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: 111% On weapon hit: * Random elemental explosion Burst (radius 1) on hit: +28 fire When wielded/worn: Accuracy: +20 (+5 eff.) Damage when hit (Melee): 4 blight Changes stats: +10 Dex Changes resistances: +6% arcane Changes resistances penetration: +29% acid / +20% fire / +24% lightning / +21% cold Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +20.00 Spell crit. chance: +3% Massive two-handed mauls. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stats: 30% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 12 power out of 20/20) : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 118% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Emutha the dwarven-steel greatmaul (41.5-62.25 power, 2 apr) Emutha the dwarven-steel greatmaul (41.5-62.25 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 10% chance to disease * Random elemental explosion Damage (Melee): +13 blight / +14 darkness Burst (radius 2) on crit: +8 arcane Damage against: +9% Living When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances penetration: +13% acid / +10% fire / +17% lightning / +14% cold Disease immunity: +22% Massive two-handed mauls. |
Filthhunt (41-61.5 power, 2 apr) Filthhunt (41-61.5 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 12% chance to inflict damage reduction * 12% chance to disease * 20% chance to curse the target Damage (Melee): +7 darkness / +16 blight / +4 light Damage against: +12% Living When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% nature Disease immunity: +21% Massive two-handed mauls. |
Scorpionstreaker (38.5-57.75 power, 2 apr) Scorpionstreaker (38.5-57.75 power, 2 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 38.5 - 57.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage (Melee): +26 insidious poison / +17 mind Burst (radius 1) on hit: +20 nature Damage against: +7% Unnatural When wielded/worn: Changes damage: +3% nature 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. |
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. |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] 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: +22 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Eilinigakira (81.5-130.4 power, 4 apr) Eilinigakira (81.5-130.4 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 81.5 - 130.4 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% On weapon crit: * cripple the target When wielded/worn: Armour penetration: +2 Physical crit. chance: +21.0% Physical power: +21 (+4 eff.) Effects on melee hit: * 39% chance to disease Changes stats: +10 Con Changes resistances penetration: +21% physical Physical save: +12 (+1 eff.) Disarm immunity: +34% Maximum mana: +40.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +3% Massive two-handed swords. |
Latafayn (68-108.8 power, 5 apr) Latafayn (68-108.8 power, 5 apr)Requires: - Strength 40 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: 68.0 - 108.8 Uses stats: 30% Wil, 50% Mag, 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage, costing 6 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Staronslaught the dwarven-steel greatsword (35-56 power, 2 apr) Staronslaught the dwarven-steel greatsword (35-56 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to blind * 26 arcane resource burn * 25% chance to remove a magical effect * 25% chance to put talents on cooldown On weapon crit: * burns latent spell energy Damage (Melee): +16 nature When wielded/worn: Changes stats: +1 Cun / +1 Str Changes resistances: +3% light Changes damage: +6% light Massive two-handed swords. |
dwarven-steel greatsword 'Erelaruildil' (37.5-60 power, 2 apr) dwarven-steel greatsword 'Erelaruildil' (37.5-60 power, 2 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Poison immunity: +20% Disarm immunity: +10% Stun/Freeze immunity: +10% Massive two-handed swords. |
Getunik the Bleakstake Getunik the BleakstakeRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +4 Str / +2 Con Changes resistances: +3% darkness Longbows are used to shoot arrows at your foes. |
Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 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 Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
ash longbow 'Fograce' ash longbow 'Fograce'Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Fatigue: -2% Changes stats: +2 Dex / +2 Con Changes resistances penetration: +13% physical Changes damage: +6% darkness / +9% physical Maximum encumbrance: +20 Maximum life: +30.00 Damage Shield penetration: +29% Longbows are used to shoot arrows at your foes. |
ash longbow 'Shineraven' ash longbow 'Shineraven'Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Light Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 On weapon hit: * 20% chance to blind Burst (radius 2) on crit: +4 light When wielded/worn: Changes resistances penetration: +15% temporal / +14% physical Changes damage: +13% physical Light radius: +3 Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Isleda' dragonbone longbow 'Isleda'Requires: - Dexterity 48 - Talent Shoot Infused by nature 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 Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +19 nature When wielded/worn: Changes stats: +1 Mag / +5 Con Changes resistances: +8% all Changes resistances penetration: +11% nature / +10% arcane Changes damage: +14% physical Talent mastery: +0.20 Wild-gift / Fungus Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Spellpower: +6 (+1 eff.) Damage Shield penetration: +20% Defense after a teleport: +15 It can be used to regenerate 188 life over 5 turns, putting all charms on cooldown for 12 turns. Longbows are used to shoot arrows at your foes. |
elven-wood longbow 'Glemina' elven-wood longbow 'Glemina'Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 40% chance to gain 10% of a turn * 20% chance to disease Damage (Ranged): +38 fire When wielded/worn: Changes resistances penetration: +10% blight / +9% fire Changes damage: +6% blight / +17% physical / +16% fire Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Global speed: +4% Longbows are used to shoot arrows at your foes. |
Salelaith (20-28 power, 4 apr) Salelaith (20-28 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 20.0 - 28.0 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: * 9% chance to daze * 13% chance to corrode armour Damage (Melee): +14 nature / +13 temporal When wielded/worn: Changes stats: +1 Str / +1 Dex / +2 Mag / +1 Wil / +2 Cun / +2 Con Changes resistances: +6% lightning / +2% physical Changes resistances penetration: +8% acid / +10% lightning Changes damage: +3% arcane Pinning immunity: +10% Life regen: +0.70 Only die when reaching: -20.00 life Sharp, long, and deadly. |
Silygarin (17-23.8 power, 3 apr) Silygarin (17-23.8 power, 3 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 17.0 - 23.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +19 insidious poison When wielded/worn: Armour penetration: +7 Changes stats: +2 Wil Changes resistances: +8% acid / +13% fire / +9% lightning / +8% cold Changes resistances penetration: +5% physical Changes damage: +7% physical Spell save: +9 (+1 eff.) Hate when firing a critical mind attack: +1.00 Sharp, long, and deadly. |
Zubamira (32-44.8 power, 4 apr) Zubamira (32-44.8 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: 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: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing Damage (Melee): +11 lightning When wielded/worn: Accuracy: +4 (+1 eff.) Physical crit. chance: +8.0% Physical power: +5 (+1 eff.) Changes stats: +2 Dex Reduces incoming crit damage: 15.00% Stamina each turn: +0.40 Sharp, long, and deadly. |
dwarven-steel longsword 'Charfoe' (21.5-30.1 power, 4 apr) dwarven-steel longsword 'Charfoe' (21.5-30.1 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.5 - 30.1 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% Burst (radius 1) on hit: +12 mind / +14 fire Burst (radius 2) on crit: +4 fire When wielded/worn: Changes stats: +4 Cun Grants telepathy: Humanoid/Orc Maximum psi: +30.00 Mindpower: +8 (+1 eff.) Sharp, long, and deadly. |
steel longsword 'Tulumadur' (24-33.6 power, 3 apr) steel longsword 'Tulumadur' (24-33.6 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 24.0 - 33.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +7 light / +10 cold Damage against: +6% Undead When wielded/worn: Accuracy: +2 (+0 eff.) Changes stats: +2 Con Changes damage: +3% physical Sharp, long, and deadly. |
Aravena the Obsidianparry (12.5-17.5 power, 3 apr) Aravena the Obsidianparry (12.5-17.5 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5 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: * 9% chance to corrode armour When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +5 (+2 eff.) Damage when hit (Melee): 4 fire Changes resistances: +9% darkness / +4% all Changes resistances penetration: +9% acid / +5% nature Changes damage: +6% darkness Disarm immunity: +23% Life regen: +0.50 Blunt and deadly. |
Vorevea the voratun mace (55.5-77.7 power, 6 apr) Vorevea the voratun mace (55.5-77.7 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 55.5 - 77.7 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: * 17% chance to corrode armour When wielded/worn: Armour penetration: +10 Physical crit. chance: +7.0% Changes resistances: +9% blight / +3% temporal / +6% mind Changes resistances penetration: +10% acid / +10% mind Critical mult.: +16.00% Life regen: +1.80 Blunt and deadly. |
Voryretta the Swampbright (13.5-18.9 power, 3 apr) Voryretta the Swampbright (13.5-18.9 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.5 - 18.9 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +17 insidious poison When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% nature / +9% mind Changes damage: +3% mind Blunt and deadly. |
iron mace 'Eremosta' (12.5-17.5 power, 2 apr) iron mace 'Eremosta' (12.5-17.5 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +7 fire When wielded/worn: Changes stats: +3 Dex Changes damage: +15% blight Mana when firing critical spell: +3.00 Maximum mana: +60.00 Light radius: +2 Blunt and deadly. |
steel mace 'Boltbreaker' (14.5-20.3 power, 3 apr) steel mace 'Boltbreaker' (14.5-20.3 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 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% When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +2 Wil / +4 Cun / +4 Con Changes resistances: +3% lightning Changes resistances penetration: +9% physical Changes damage: +3% lightning Disarm immunity: +15% Psi when hit: +0.04 Blunt and deadly. |
Deepsbliss the living mindstar (17.5-19.25 power, 40 apr, nature damage) Deepsbliss the living mindstar (17.5-19.25 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 mindstar absorbs psionic energy that needs to be projected. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 17.5 - 19.3 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 on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 7 mind / 5 darkness Changes stats: +4 Str / +1 Wil / +1 Cun Changes resistances: +18% lightning / +22% fire / +16% cold Changes damage: +7% mind / +6% darkness Talent masteries: +0.10 Psionic / Voracity +0.20 Psionic / Absorption Hate when firing a critical mind attack: +4.00 Maximum hate: +10.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Life leech chance: +11% Life leech: +14% 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. |
Eye of Summer (8-8.8 power, 18 apr, fire damage) Eye of Summer (8-8.8 power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
Glareblack (18-19.8 power, 40 apr, nature damage) Glareblack (18-19.8 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 psionic mindstar dreams of an epiphany. Base power: 18.0 - 19.8 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 lightning / 4 light Changes resistances: +25% mind Changes resistances penetration: +15% blight Changes damage: +6% light / +3% blight Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +18 (+2 eff.) Equilibrium when hit: +2.50 Hate per kill: +5.00 Psi per kill: +4.00 Maximum mana: +20.00 Maximum psi: +47.00 Spellpower: +2 (+0 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Light radius: +3 It can be used to inflict 407.17 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 12 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Nimbussmasher (18-19.8 power, 40 apr, nature damage) Nimbussmasher (18-19.8 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 natural fire should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 18.0 - 19.8 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% On weapon hit: * 40% chance to daze Damage (Melee): +16 acid Burst (radius 2) on crit: +8 acid When wielded/worn: Damage when hit (Melee): 4 acid / 19 fire Changes resistances: +9% light / +19% fire Changes resistances penetration: +5% lightning / +20% fire Changes damage: +9% acid / +17% fire Hate when firing a critical mind attack: +5.00 Maximum hate: +25.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +5% Healing mod.: +30% Heals friendly targets nearby when you use a nature summon: +38 Life leech chance: +25% Life leech: +21% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Psionic Fury (12-13.2 power, 25 apr, mind damage) Psionic Fury (12-13.2 power, 25 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+2 eff.) Mental crit. chance: +8% It can be used to release a wave of psionic power, dealing 400.68 mind damage (based on Willpower) to all within radius 5, costing 24 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage) Serpent's Glare (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 60% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (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 nature gift Description: Spit poison at your target, doing 291.29 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
vined mindstar 'Glowborn' (4.5-4.95 power, 18 apr, nature damage) vined mindstar 'Glowborn' (4.5-4.95 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar dreams of an epiphany. Base power: 4.5 - 5.0 Uses stats: 65% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 14 arcane resource burn * 40% chance to blind On weapon crit: * burns latent spell energy Damage Shield penetration (this weapon only): +20% When wielded/worn: Effects when hit in melee: * Slows global speed by 3% Changes resistances: +7% mind Changes damage: +3% arcane / +4% nature Physical save: +10 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +3 (+0 eff.) Maximum stamina: +15.00 Maximum psi: +12.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
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 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+3 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. |
Nightfame NightfameRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature 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 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). Damage (Ranged): +16 nature When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +10.0% Changes stats: +5 Mag Changes resistances: +5% arcane / +6% darkness / +6% all Changes resistances penetration: +8% nature Changes damage: +12% arcane / +15% darkness Spellpower: +14 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Relgylar RelgylarRequires: - Dexterity 48 - Talent Shoot 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 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +27 (+7 eff.) Physical crit. chance: +19.0% Changes stats: +7 Dex Changes resistances penetration: +5% mind Critical mult.: +15.00% Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +10 Slings are used to hurl stones or metal shots at your foes. |
Uryldir UryldirRequires: - 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 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). Damage (Ranged): +20 cold When wielded/worn: Physical power: +15 (+2 eff.) Changes stats: +6 Str / +7 Mag Changes resistances: +9% light / +12% lightning Changes damage: +22% cold / +14% arcane / +18% mind Poison immunity: +25% Spellpower: +15 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling 'Blazeking' hardened leather sling 'Blazeking'Requires: - 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 Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Burst (radius 2) on crit: +4 light When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +7 (+1 eff.) Changes stats: +3 Str Changes resistances: +7% acid / +3% temporal / +9% cold / +9% fire / +6% nature / +16% lightning Talent cooldown: Steady Shot (-1 turn) Spell save: +8 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
Alunaridur the Flowerworth (15-18 power, 3 apr, acid element) Alunaridur the Flowerworth (15-18 power, 3 apr, acid element)Requires: - Magic 16 Powered by arcane forces 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: Armour: +4 Armour Hardiness: +3% Changes resistances: +6% nature / +5% arcane Changes resistances penetration: +5% nature Changes damage: +15% acid / +6% nature Talent granted: +1 Command Staff Physical save: +4 (+0 eff.) Spellpower: +12 (+2 eff.) Spell crit. chance: +15% It can be used to unleash an elemental blastwave, dealing 175.58 to 210.69 acid damage in a radius 3 around the user, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
Arthelach the yew magestaff (20-24 power, 4 apr, lightning element) Arthelach the yew magestaff (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 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: Accuracy: +5 (+1 eff.) Physical crit. chance: +7.0% Physical power: +7 (+1 eff.) Defense: +5 (+2 eff.) Effects on melee hit: * 10% chance to blind Changes stats: +5 Con Changes resistances: +6% fire / +5% arcane / +9% temporal Changes damage: +20% lightning Grants telepathy: Dragon Talent granted: +1 Command Staff Critical mult.: +9.00% Life regen: +0.90 Spellpower: +21 (+4 eff.) Spell crit. chance: +6% Light radius: +3 Healing mod.: +13% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 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 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 298.62 light damage. Staves designed for wielders of magic, by the greats of the art. |
Boltsun the elven-wood magestaff (31-37.2 power, 5 apr, fire element) Boltsun the elven-wood magestaff (31-37.2 power, 5 apr, fire 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: 31.0 - 37.2 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): +4 lightning / +4 arcane Burst (radius 2) on crit: +4 lightning When wielded/worn: Effects on melee hit: * 12% chance to disease Damage (Melee): 20 fire Changes resistances: +6% lightning Changes resistances penetration: +15% lightning Changes damage: +31% fire Talent granted: +1 Command Staff Critical mult.: +20.00% Vim when firing critical spell: +3.00 Maximum vim: +28.00 Spellpower: +23 (+4 eff.) Spell crit. chance: +4% See invisible: +14 Staves designed for wielders of magic, by the greats of the art. |
Cuthygar the Glarevice (34-40.8 power, 5 apr, acid element) Cuthygar the Glarevice (34-40.8 power, 5 apr, acid 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: 34.0 - 40.8 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: * 20% chance to gain 10% of a turn When wielded/worn: Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 4 light Changes resistances: +17% acid Changes damage: +34% acid / +3% light Talent granted: +1 Command Staff Spellpower: +23 (+4 eff.) Spell crit. chance: +11% It can be used to unleash an elemental blastwave, dealing 226.66 to 271.99 acid damage in a radius 5 around the user, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
Eclipse (18-21.6 power, 4 apr, darkness element) Eclipse (18-21.6 power, 4 apr, darkness element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 Uses stats: 160% 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: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+2 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Fogschism (20-24 power, 4 apr, light element) Fogschism (20-24 power, 4 apr, light 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: 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 2) on crit: +12 acid When wielded/worn: Physical crit. chance: +11.0% Armour: +9 Defense: +9 (+3 eff.) Damage (Melee): 33 arcane Changes resistances: +9% mind / +6% darkness Maximum wards: +3 light Changes damage: +6% acid / +20% light / +9% mind Talents granted: +4 Ward +1 Command Staff Maximum mana: +80.00 Spellpower: +17 (+3 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
Porivea the ash starstaff (18-21.6 power, 3 apr, temporal element) Porivea the ash starstaff (18-21.6 power, 3 apr, temporal element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 18.0 - 21.6 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: Armour: +4 Defense: +11 (+4 eff.) Damage (Melee): 5 % chance of confusion Changes resistances: +6% mind / +3% fire Changes damage: +18% temporal Talent granted: +1 Command Staff Only die when reaching: -20.00 life Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Damage Shield penetration: +16% It can be used to project a bolt elemental energy from the staff (to range 7) dealing 185.18 to 222.22 temporal damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Shockraze the dragonbone magestaff (39-46.8 power, 6 apr, fire element) Shockraze the dragonbone magestaff (39-46.8 power, 6 apr, fire 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: 39.0 - 46.8 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): +8 darkness When wielded/worn: Effects on melee hit: * 30% chance to daze * 30% chance to inflict damage reduction Changes stats: +4 Mag / +5 Wil Changes resistances: +6% lightning Changes resistances penetration: +5% lightning Changes damage: +39% lightning / +6% darkness / +39% fire / +39% arcane / +39% cold Talent granted: +1 Command Staff Maximum mana: +62.00 Spellpower: +33 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Squalorqueller the yew vilestaff (20-24 power, 4 apr, fire element) Squalorqueller the yew vilestaff (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. 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 arcane When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +6% nature Changes resistances penetration: +5% arcane Changes damage: +3% blight / +20% fire / +15% nature Talent granted: +1 Command Staff Mana each turn: +0.28 Maximum mana: +72.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Tulidas the Cloudkiller (25-30 power, 5 apr, lightning element) Tulidas the Cloudkiller (25-30 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 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: Accuracy: +13 (+3 eff.) Physical crit. chance: +7.0% Physical power: +13 (+2 eff.) Effects on melee hit: * 30% chance to daze * 16% chance to disease Damage (Melee): 25 fire Changes stats: +1 Str Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +37.00% Vim when firing critical spell: +3.00 Maximum vim: +29.00 Spellpower: +28 (+5 eff.) Spell crit. chance: +7% Infravision radius: +2 See invisible: +29 Staves designed for wielders of magic, by the greats of the art. |
Velurekira the elven-wood vilestaff (25-30 power, 5 apr, darkness element) Velurekira the elven-wood vilestaff (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 Shield penetration (this weapon only): +10% When wielded/worn: Armour: +8 Armour Hardiness: +10% Changes stats: +3 Str Changes resistances: +2% physical Changes resistances penetration: +10% physical Changes damage: +25% darkness Talent granted: +1 Command Staff Physical save: +9 (+1 eff.) Mana each turn: +0.34 Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +36 (+6 eff.) Spell crit. chance: +4% It can be used to conjure elemental energy in a radius 8 cone, dealing 204.92 to 245.90 darkness damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Chyregokan' (15-18 power, 3 apr, lightning element) ash magestaff 'Chyregokan' (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 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: Changes resistances: +5% arcane Changes resistances penetration: +8% lightning Changes damage: +15% lightning Talent granted: +1 Command Staff Mental save: +12 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +11 (+2 eff.) Spell crit. chance: +2% It can be used to conjure elemental energy in a radius 4 cone, dealing 175.58 to 210.69 lightning damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Zuboma' (15-18 power, 3 apr, blight element) ash vilestaff 'Zuboma' (15-18 power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 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% Damage (Melee): +8 mind When wielded/worn: Changes resistances: +3% mind Changes damage: +15% blight Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Mental save: +10 (+1 eff.) Mana each turn: +0.22 Psi when hit: +0.08 Maximum mana: +56.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Sunlord' (30-36 power, 6 apr, physical element) dragonbone starstaff 'Sunlord' (30-36 power, 6 apr, physical 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): +8 arcane Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +8 arcane / +8 fire When wielded/worn: Armour: +12 Defense: +50 (+15 eff.) Effects on melee hit: * 20% chance to blind Damage (Melee): 12 % chance of confusion Damage when hit (Melee): 8 arcane / 4 fire Maximum wards: +3 physical Changes damage: +9% fire / +30% physical Talents granted: +5 Ward +1 Command Staff Spellpower: +23 (+4 eff.) Spell crit. chance: +5% Light radius: +5 Damage Shield penetration: +46% 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 221.74 light damage. Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Blazeglamour' (30-36 power, 6 apr, acid element) dragonbone vilestaff 'Blazeglamour' (30-36 power, 6 apr, acid 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% Burst (radius 1) on hit: +20 lightning When wielded/worn: Armour: +14 Armour Hardiness: +5% Defense: +7 (+2 eff.) Changes stats: +2 Mag Maximum wards: +2 acid Changes damage: +30% acid / +9% lightning / +3% blight Talents granted: +3 Ward +1 Command Staff Physical save: +10 (+1 eff.) Mana each turn: +0.31 Maximum mana: +83.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Ulfikalthosta' (30-36 power, 6 apr, fire element) dragonbone vilestaff 'Ulfikalthosta' (30-36 power, 6 apr, fire 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% Damage (Melee): +4 blight When wielded/worn: Armour: +17 Armour Hardiness: +12% Defense: +9 (+3 eff.) Changes stats: +4 Mag / +7 Wil Maximum wards: +3 fire Changes damage: +3% arcane / +30% fire Talents granted: +3 Ward +1 Command Staff Physical save: +8 (+1 eff.) Maximum mana: +97.00 Spellpower: +25 (+4 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32.2 power, 8 apr) River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+2 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 48 power out of 80/80) : Effective talent level: 1.0 Power cost: 48 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 51.01 cold damage and 55.95 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Belytar (33-46.2 power, 5 apr) Belytar (33-46.2 power, 5 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +9.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +9 darkness Damage against: +10% Living When wielded/worn: Physical crit. chance: +5.0% Physical power: +18 (+3 eff.) Changes stats: +1 Str / +5 Con Changes resistances penetration: +9% physical Reduces incoming crit damage: 15.00% Disarm immunity: +13% Maximum stamina: +15.00 One-handed war axes. |
Dagakalthozor (12.5-17.5 power, 6 apr) Dagakalthozor (12.5-17.5 power, 6 apr)Requires: - Strength 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 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: +6.0% Attack speed: 100% On weapon hit: * Slows global speed by 8% * 12 arcane resource burn * leeches stamina from the target Damage (Melee): +8 temporal / +9 nature When wielded/worn: Damage when hit (Melee): 5 nature slow Changes damage: +6% physical One-handed war axes. |
Elira the Noonraven (22.5-31.5 power, 4 apr) Elira the Noonraven (22.5-31.5 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 22.5 - 31.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 2) on crit: +4 arcane When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +7 (+2 eff.) Damage when hit (Melee): 8 light Changes resistances: +5% all Changes resistances penetration: +8% nature Changes damage: +6% arcane Disarm immunity: +20% One-handed war axes. |
Forestvile the dwarven-steel waraxe (20.5-28.7 power, 4 apr) Forestvile the dwarven-steel waraxe (20.5-28.7 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +5.0% Changes resistances: +3% cold / +9% fire Changes resistances penetration: +5% nature Pinning immunity: +10% One-handed war axes. |
Fulozilarand the stralite waraxe (39-54.6 power, 5 apr) Fulozilarand the stralite waraxe (39-54.6 power, 5 apr)Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 39.0 - 54.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 14 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +10 temporal / +13 nature Burst (radius 1) on hit: +8 mind When wielded/worn: Armour: +6 Mental save: +20 (+2 eff.) Disease immunity: +5% Silence immunity: +10% One-handed war axes. |
Lisorera the Ashmight (32.5-45.5 power, 5 apr) Lisorera the Ashmight (32.5-45.5 power, 5 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +12 fire / +11 mind When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +13 (+4 eff.) Changes stats: +2 Str Changes resistances: +9% fire / +3% darkness / +3% cold Changes damage: +9% physical Disarm immunity: +36% Stamina when hit: +1.40 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. One-handed war axes. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 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: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
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. |
Gloronn the drakeskin leather belt Gloronn the drakeskin leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 16 acid Changes stats: +7 Str / +7 Dex / +7 Wil / +6 Cun Changes resistances: +6% darkness / +15% fire / +15% mind / +15% cold Changes resistances penetration: +5% acid Physical save: +31 (+3 eff.) Spell save: +27 (+3 eff.) Mental save: +20 (+2 eff.) Mindpower: +10 (+2 eff.) A belt that goes around your waist. |
Loriyon the hardened leather belt Loriyon the hardened leather beltInfused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Effects on melee hit: * Slows global speed by 15% Changes stats: +4 Cun / +4 Dex Changes resistances: +7% acid / +9% darkness / +7% blight / +3% fire / +3% nature Physical save: +7 (+1 eff.) Mindpower: +2 (+0 eff.) Mental crit. chance: +8% A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Morningdream the hardened leather belt Morningdream the hardened leather beltPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +3 Mag Changes resistances: +3% darkness Changes damage: +21% light Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mana each turn: +0.23 Maximum mana: +40.00 Mindpower: +6 (+1 eff.) Size category: +1 A belt that goes around your waist. |
Aerilerin the cashmere robe (2 def, 0 armour) Aerilerin the cashmere robe (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Cun / +3 Mag Changes resistances: +16% darkness / +3% mind Changes resistances penetration: +5% temporal / +10% arcane / +7% physical Changes damage: +20% darkness / +10% temporal / +8% light / +8% physical Spell save: +10 (+1 eff.) Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +20.00 Spellpower: +7 (+1 eff.) Spell crit. chance: +6% Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aruta the Lightfist (0 def, 0 armour) Aruta the Lightfist (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes stats: +5 Con Changes resistances: +18% cold / +3% nature / +9% light Changes damage: +13% nature / +12% cold Poison immunity: +47% Disease immunity: +45% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Duviregohek the elven-silk robe (5 def, 0 armour) Duviregohek the elven-silk robe (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +3 Cun / +7 Con Changes resistances: +24% nature / +3% acid Changes resistances penetration: +13% mind Changes damage: +14% mind / +29% nature Critical mult.: +20.00% Poison immunity: +33% Disease immunity: +30% Psi each turn: +0.56 Equilibrium when hit: +0.08 Maximum psi: +28.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Greencutter (3 def, 0 armour) Greencutter (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 4 nature Changes stats: +4 Cun Changes resistances: +9% lightning / +15% cold / +16% mind / +26% darkness Changes resistances penetration: +13% darkness / +9% physical Changes damage: +11% darkness / +12% physical Critical mult.: +14.00% Physical save: +10 (+1 eff.) Spell save: +14 (+2 eff.) Mental save: +27 (+3 eff.) Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +3.00 Maximum hate: +9.00 Mindpower: +7 (+1 eff.) Mental crit. chance: +4% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rotmaim (7 def, 4 armour) Rotmaim (7 def, 4 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Damage when hit (Melee): 12 nature Changes resistances: +44% lightning / +6% fire / +6% nature / +9% acid Changes damage: +30% lightning / +6% acid Physical save: +22 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Salavena the woollen robe (0 def, 0 armour) Salavena the woollen robe (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * Slows global speed by 40% Changes stats: +3 Con Changes resistances: +18% cold / +11% mind / +5% arcane Changes damage: +12% cold / +7% nature / +11% mind Poison immunity: +20% Disease immunity: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Salowyn the woollen robe (0 def, 0 armour) Salowyn the woollen robe (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour penetration: +2 Changes stats: +2 Str / +6 Mag / +6 Wil Changes resistances: +3% physical Spell save: +9 (+1 eff.) Mana each turn: +0.16 Psi each turn: +0.16 Maximum stamina: +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+3 eff.) Damage when hit (Melee): 20 physical / 10 temporal Changes stats: +5 Mag / +3 Wil Changes resistances: +10% temporal / +10% physical Changes resistances penetration: +20% temporal / +20% physical Changes damage: +20% temporal / +20% physical Spellpower: +23 (+4 eff.) It can be used to activate talent Temporal Reprieve (costing 30 power out of 50/50) : Effective talent level: 1.0 Power cost: 30 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
elven-silk robe 'Urthothel' (5 def, 0 armour) elven-silk robe 'Urthothel' (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +2 Wil / +8 Con Changes resistances: +12% lightning / +12% darkness / +15% blight / +12% fire / +12% cold / +12% light Changes resistances penetration: +10% blight Changes damage: +6% blight / +26% arcane / +20% nature Physical save: +20 (+2 eff.) Spell save: +40 (+4 eff.) Mental save: +16 (+2 eff.) Poison immunity: +50% Disease immunity: +50% Mana each turn: +0.12 Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 Maximum mana: +150.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bregedekhad the Demonstreak (0 def, 3 armour) Bregedekhad the Demonstreak (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes damage: +6% darkness / +9% fire Stamina each turn: +0.40 Maximum life: +40.00 Movement speed: +10% A pair of boots made of leather. |
Erelodil the pair of dwarven-steel boots (5 def, 4 armour) Erelodil the pair of dwarven-steel boots (5 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: -4% Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Con / +3 Wil Changes resistances penetration: +7% physical Physical save: +25 (+3 eff.) Confusion immunity: +10% Stun/Freeze immunity: +15% Teleport immunity: +15% Stamina each turn: +0.60 Maximum life: +38.00 Mindpower: +6 (+1 eff.) Movement speed: +10% It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Jetoracle (0 def, 4 armour) Jetoracle (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Effects on melee hit: * 15% chance to corrode armour * 15% chance to inflict damage reduction Damage when hit (Melee): 8 acid Changes damage: +12% acid / +6% darkness Maximum encumbrance: +22 Physical save: +8 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Layavea (0 def, 4 armour) Layavea (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Armour: +4 Fatigue: +3% Changes resistances: +9% lightning / +10% temporal Changes resistances penetration: +10% physical Changes damage: +3% physical Critical mult.: +6.00% Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +7 (+1 eff.) Life regen: +2.50 Maximum stamina: +5.00 Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Urirain the pair of dwarven-steel boots (0 def, 9 armour) Urirain the pair of dwarven-steel boots (0 def, 9 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: -10% Changes resistances: +8% acid / +7% fire / +12% lightning / +8% cold Maximum encumbrance: +27 Physical save: +13 (+1 eff.) Spell save: +25 (+3 eff.) Stamina each turn: +0.40 Maximum life: +42.00 Maximum stamina: +15.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Rhymadur' (0 def, 5 armour) pair of rough leather boots 'Rhymadur' (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Changes stats: +1 Wil Changes resistances: +14% darkness / +14% temporal Changes resistances penetration: +12% darkness / +12% temporal Physical save: +9 (+1 eff.) Confusion immunity: +5% Teleport immunity: +15% Mana when firing critical spell: +2.00 Only die when reaching: -40.00 life Spellpower: +10 (+2 eff.) Defense after a teleport: +13 Resist all after a teleport: +12% New effects duration reduction after a teleport: +14% A pair of boots made of leather. |
Daimurab the dwarven-steel gauntlets (0 def, 2 armour) Daimurab the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 6 fire Changes resistances: +3% light / +7% fire Changes damage: +4% fire Blindness immunity: +10% Confusion immunity: +10% When used to modify unarmed attacks: Base power: 19.0 - 26.6 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 3). Damage (Melee): +12 acid Burst (radius 2) on crit: +8 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 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: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 5 power out of 24/24) : Effective talent level: 3.0 Power cost: 5 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 214.01 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Gusabers the voratun gauntlets (0 def, 3 armour) Gusabers the voratun gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +20 (+3 eff.) Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 40 mind / 40 darkness Changes stats: +11 Str / +5 Dex / +5 Cun / +4 Con Changes damage: +6% blight Talent cooldown: Double Strike (-1 turn) Critical mult.: +10.00% Physical save: +22 (+2 eff.) Mental save: -6 (-1 eff.) Stamina each turn: +0.60 Only die when reaching: -20.00 life Mindpower: +9 (+2 eff.) When used to modify unarmed attacks: Base power: 38.5 - 53.9 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Physical crit. chance: +22.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 4 power out of 6/6) : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 370.38 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Spell save: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 18.0 - 25.2 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +8 Physical crit. chance: +6.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 2). Damage (Melee): +12 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
dwarven-steel gauntlets 'Eredur' (0 def, 2 armour) dwarven-steel gauntlets 'Eredur' (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 cold Damage when hit (Melee): 4 arcane Changes resistances: +6% cold Changes resistances penetration: +10% acid Changes damage: +9% acid / +6% cold When used to modify unarmed attacks: Base power: 22.5 - 31.5 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 3). Burst (radius 2) on crit: +9 ice Metal gloves protecting the hands up to the middle of the lower arm. |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+2 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 5 power out of 10/10) : Effective talent level: 3.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 369.84 mind damage and cripples the target's higher mental functions, reducing cunning by 23 and confusing (38% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Blindpiercer the hardened leather cap (0 def, 3 armour) Blindpiercer the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +3 Wil Changes resistances: +17% fire / +3% light / +14% cold Changes resistances penetration: +10% mind Mental save: +8 (+1 eff.) Mindpower: +2 (+0 eff.) Light radius: +4 A cap made of leather. |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Islille the cashmere wizard hat (2 def, 0 armour) Islille the cashmere wizard hat (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 (+1 eff.) Changes stats: +2 Wil Changes resistances: +5% lightning / +5% temporal / +5% light / +6% fire / +5% nature / +5% acid / +5% blight / +5% cold / +13% mind / +6% darkness Changes resistances penetration: +15% arcane / +5% blight Changes damage: +11% mind Critical mult.: +5.00% Physical save: +9 (+1 eff.) Mental save: +11 (+1 eff.) Mana each turn: +0.08 Psi each turn: +0.28 Maximum psi: +20.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +1% Mindpower: +11 (+2 eff.) Mental crit. chance: +7% A pointy cloth hat, very wizardly... |
Korestir (13 def, 0 armour) Korestir (13 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +13 (+4 eff.) Ranged Defense: +10 (+2 eff.) Changes stats: +10 Mag / +10 Con Changes resistances: +6% mind / +3% cold Changes damage: +40% arcane Physical save: +6 (+1 eff.) Spell save: +30 (+3 eff.) Blindness immunity: +15% Life regen: +3.70 Maximum mana: +106.00 Damage Shield Power: +15% Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Lisura the dwarven-steel helm (0 def, 4 armour) Lisura the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +2% Damage when hit (Melee): 6 physical Changes stats: +4 Str / +4 Wil Changes resistances: +7% blight / +9% fire / +8% cold Mental save: +9 (+1 eff.) Life regen: +0.20 Stamina each turn: +0.60 Healing mod.: +15% 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 1136.9 Physical damage. If the attack hits, the target is confused (43% 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. |
Xowyn (2 def, 0 armour) Xowyn (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +9 Mag / +10 Con Changes damage: +41% arcane Spell save: +25 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +49.00 Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Vilequeen the voratun mail armour (5 def, 10 armour) Vilequeen the voratun mail armour (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 4 nature / 17 physical Changes stats: +6 Cun / +6 Wil Changes resistances: +9% arcane / +12% mind Changes resistances penetration: +5% nature Changes damage: +9% nature Spell save: +18 (+2 eff.) Mental save: +25 (+3 eff.) A suit of armour made of mail. |
stralite mail armour 'Uluregolen' (4 def, 13 armour) stralite mail armour 'Uluregolen' (4 def, 13 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 penetration: +6 Armour: +13 Defense: +4 (+2 eff.) Fatigue: +11% Changes resistances: +7% mind / +10% physical Physical save: +29 (+3 eff.) Mental save: +14 (+1 eff.) Only die when reaching: -40.00 life A suit of armour made of mail. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+3 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Wil / +4 Con Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+2 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
drakeskin leather armour 'Obsidianwrecker' (5 def, 8 armour) drakeskin leather armour 'Obsidianwrecker' (5 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: +5 (+2 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to disease Damage (Melee): 8 acid Damage (Ranged): 10 acid Damage when hit (Melee): 8 arcane / 4 blight Changes resistances: +30% acid / +3% darkness / +9% blight / +29% fire / +30% nature / +6% arcane Life regen: +4.00 Maximum life: +92.00 Healing mod.: +26% A suit of armour made of leather. |
Zeraruikath the steel plate armour (10 def, 13 armour) Zeraruikath the steel plate armour (10 def, 13 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Defense: +10 (+3 eff.) Fatigue: +22% Changes stats: +2 Cun Changes resistances: +15% lightning Changes damage: +12% blight / +9% arcane Mental save: +12 (+1 eff.) Maximum life: +27.00 A suit of armour made of metal plates. |
dwarven-steel plate armour 'Shimmeridol' (5 def, 19 armour) dwarven-steel plate armour 'Shimmeridol' (5 def, 19 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +19 Defense: +5 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 7 light Changes stats: +1 Mag / +4 Wil Changes resistances: +15% blight / +14% darkness Changes resistances penetration: +10% blight Changes damage: +3% lightning Life regen: +1.90 Maximum life: +51.00 Spellpower: +6 (+1 eff.) Light radius: +1 Healing mod.: +13% A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour) Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Black Mesh (8 def, 2 armour, 29.5-35.4 power, 103 block) Black Mesh (8 def, 2 armour, 29.5-35.4 power, 103 block)Requires: - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.5 - 35.4 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: +103 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes resistances: +15% blight / +30% darkness Talent granted: +3 Block Stamina each turn: +2.00 Special effect on block: 30% chance of pulling in the attacker Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block) Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stats: 30% Wil, 50% Mag, 140% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% Changes resistances: +15% cold / +10% fire Talent granted: +2 Block Maximum air capacity: +20.00 Special effect on block: Chance that a blast of icy cold water will spray at the target. A chunk of jagged coral, dredged from the ocean. |
Rootwrither (12 def, 3 armour, 79.5-95.4 power, 208 block) Rootwrither (12 def, 3 armour, 79.5-95.4 power, 208 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 79.5 - 95.4 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: +208 On weapon hit: * Slows global speed by 49% Damage (Melee): +18 acid / +16 physical / +16 light Damage against: +10% Giant When wielded/worn: Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * 15% chance to cause random gloom Effects when hit in melee: * 14% chance to cause random gloom * 20% chance to corrode armour * 29% chance to blind Changes stats: +5 Mag / +13 Con Changes resistances: +19% acid / +19% light Changes resistances penetration: +5% acid Talent granted: +5 Block Physical save: +6 (+1 eff.) Handheld deflection devices. |
The Black Wall (12 def, 9 armour, 52-62.4 power, 200 block) The Black Wall (12 def, 9 armour, 52-62.4 power, 200 block)Requires: - Strength 28 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +200 When wielded/worn: Armour: +9 Defense: +12 (+4 eff.) Ranged Defense: +15 (+4 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Changes resistances: +2% all Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Titanic (20 def, 18 armour, 48-57.6 power, 320 block) Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+6 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Wrathroot's Barkwood (9 def, 10 armour, 24.5-34.3 power, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 24.5-34.3 power, 60 block)Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 24.5 - 34.3 Uses stats: 30% Wil, 50% Mag, 150% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
iron shield 'Boltparry' (11 def, 2 armour, 8.5-10.2 power, 21 block) iron shield 'Boltparry' (11 def, 2 armour, 8.5-10.2 power, 21 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: 8.5 - 10.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +1 Physical crit. chance: +4.5% Block value: +21 Damage against: +5% Elemental When wielded/worn: Armour: +2 Defense: +11 (+4 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +3 Wil Changes resistances: +3% lightning Talent granted: +1 Block Light radius: +3 Infravision radius: +3 Deflect projectiles away: +7% Handheld deflection devices. |
Arowe the quiver of ash arrows (21/53, 19-26.6 power, 7 apr) Arowe the quiver of ash arrows (21/53, 19-26.6 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: 19.0 - 26.6 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 53 On weapon crit: * wounds the target * splashes the target with acid Damage (Ranged): +6 acid / +7 bleed / +4 mind Burst (radius 1) on hit: +8 mind Burst (radius 2) on crit: +4 mind When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (20/20, 18-25.2 power, 10 apr) Hornet Stingers (20/20, 18-25.2 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +45 crippling poison A vile poison drips from the tips of these arrows. |
Isleyaldath (18/18, 19-26.6 power, 7 apr) Isleyaldath (18/18, 19-26.6 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 19.0 - 26.6 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +6.5% Capacity: 18 Turns elapse between self-loadings: 4 On weapon hit: * 40% chance to corrode armour * 10% chance to create an air burst On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +4 acid Burst (radius 1) on hit: +8 acid Arrows are used with bows to pierce your foes to death. |
Unlighttorrent (18/18, 42-58.8 power, 14 apr) Unlighttorrent (18/18, 42-58.8 power, 14 apr)Requires: - Dexterity 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 42.0 - 58.8 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Physical crit. chance: +2.5% Capacity: 18 Turns elapse between self-loadings: 6 On weapon hit: * Slows global speed by 40% * 20 arcane resource burn * 14% chance to cause random gloom * 40% chance to inflict damage reduction Damage (Ranged): +16 lightning / +13 temporal / +8 darkness / +16 mind / +13 nature Burst (radius 2) on crit: +12 lightning / +4 fire Arrows are used with bows to pierce your foes to death. |
9 agate 9 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
176 alchemist agate 176 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. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
11 aquamarine 11 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Coalsweep (dig speed 14 turns) Coalsweep (dig speed 14 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +9% acid / +3% temporal Changes resistances penetration: +10% darkness Changes damage: +11% mind / +8% fire Mental save: +8 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Smolderhack the dwarven-steel pickaxe (dig speed 24 turns) Smolderhack the dwarven-steel pickaxe (dig speed 24 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Fatigue: -5% Changes stats: +4 Str / +3 Dex Changes resistances: +12% nature / +6% mind Changes resistances penetration: +10% fire Changes damage: +7% nature / +9% fire Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 48 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
8 emerald 8 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 jade 3 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel 10 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Corrupted heart of the Sandworm Queen Corrupted heart of the Sandworm QueenPowered by arcane forces 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 and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 362.75 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 362.75 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+1 eff.) Mindpower: +10 (+2 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 587.11 darkness damage (based on Mindpower and charge), costing 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Urthukalthorain the alchemist's lamp Urthukalthorain the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Critical mult.: +10.00% Spell save: +3 (+0 eff.) Mana each turn: +0.04 Vim when firing critical spell: +2.00 Maximum life: +49.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
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. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% A piece of the scorched wood taken from the remains of Snaproot. |
7 garnet 7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/3) Rod of Recall (2/3)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 122 power out of 353/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Zeryroddakhad the voratun torque of mindblast [power 625] (6 cooldown) Zeryroddakhad the voratun torque of mindblast [power 625] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour * 20% chance to disease Damage when hit (Melee): 22 acid / 8 blight Changes resistances: +3% mind / +15% acid Maximum wards: +2 physical / +4 mind / +5 darkness Talent cooldown: Telekinetic Blast (+5 turn) Talents granted: +5 Telekinetic Blast +1 Ward It can be used to fire a blast of psionic energies in a range 9 beam dealing 312.50 to 625.00 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
Breganik [power 43] (11 cooldown) Breganik [power 43] (11 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +1 Str Changes resistances: +9% temporal / +3% fire / +3% light / +3% nature Reduces incoming crit damage: 5.00% It can be used to harden the skin for 7 turns increasing armour by 43 and armour hardiness by 60%, putting all charms on cooldown for 11 turns. When used: 100% chance to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Ereluldil the dragonbone totem of cure ailments [power 5] (6 cooldown) Ereluldil the dragonbone totem of cure ailments [power 5] (6 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +9% cold Maximum wards: +5 acid / +5 nature / +5 light Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +1 Ward +5 Lay Web Mental save: +23 (+2 eff.) Stun/Freeze immunity: +25% Mindpower: +4 (+1 eff.) 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 6 turns. Natural totems are made by powerful wilders to store nature power. |
Scaldgasher the yew totem of cure ailments [power 2] (8 cooldown) Scaldgasher the yew totem of cure ailments [power 2] (8 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 fire Changes resistances: +6% blight / +3% lightning Talent granted: +3 Rushing Claws It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
11 amethyst 11 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Nimbusbone the ash wand of conjuration [power 193] (6 cooldown) Nimbusbone the ash wand of conjuration [power 193] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +10% acid Changes damage: +9% lightning It can be used to fire a bolt of a random element with (base) damage 96 to 193, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 6 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Uladar the Radiancesweeper [power 16] (9 cooldown) Uladar the Radiancesweeper [power 16] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +2 Mag Maximum wards: +3 lightning / +2 temporal / +3 blight / +1 fire / +2 cold Grants telepathy: Humanoid/Orc Talent granted: +1 Ward It can be used to reveal the area around you, dispelling darkness (radius 16, power 80 based on Magic), and detect the presence of nearby creatures for 3 turns, 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. |
Zubasessra the Furnacestriker [power 253] (6 cooldown) Zubasessra the Furnacestriker [power 253] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour Changes resistances: +6% fire Changes damage: +3% acid Talent granted: +4 Strike It can be used to fire a bolt of a random element with (base) damage 126 to 253, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 5 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
10 quartz 10 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 ametrine 9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine 10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By mad the Homosuperior Adventurer level 20
10th Mirth 122nd year of Ascendancy at 17:54 see stats
By mad the Homosuperior Adventurer level 39
76th Regrowth 123rd year of Ascendancy at 16:06 see stats
By mad the Homosuperior Adventurer level 40
5th Pyre 123rd year of Ascendancy at 17:38 see stats
By mad the Homosuperior Adventurer level 22
52nd Dusk 122nd year of Ascendancy at 18:41 see stats
By mad the Homosuperior Adventurer level 9
77th Pyre 122nd year of Ascendancy at 05:40 see stats
By mad the Homosuperior Adventurer level 27
42nd Haze 122nd year of Ascendancy at 03:33 see stats
By mad the Homosuperior Adventurer level 26
33rd Haze 122nd year of Ascendancy at 15:20 see stats
By mad the Homosuperior Adventurer level 28
62nd Haze 122nd year of Ascendancy at 00:28 see stats
By mad the Homosuperior Adventurer level 20
10th Mirth 122nd year of Ascendancy at 17:42 see stats
By mad the Homosuperior Adventurer level 10
3rd Mirth 122nd year of Ascendancy at 02:13 see stats
By mad the Homosuperior Adventurer level 20
10th Mirth 122nd year of Ascendancy at 17:35 see stats
By mad the Homosuperior Adventurer level 30
62nd Haze 122nd year of Ascendancy at 06:19 see stats
By mad the Homosuperior Adventurer level 40
76th Regrowth 123rd year of Ascendancy at 16:06 see stats
By mad the Homosuperior Adventurer level 35
3rd Decay 122nd year of Ascendancy at 17:08 see stats
By mad the Homosuperior Adventurer level 30
62nd Haze 122nd year of Ascendancy at 11:18 see stats
By mad the Homosuperior Adventurer level 34
77th Haze 122nd year of Ascendancy at 05:58 see stats
By mad the Homosuperior Adventurer level 18
10th Mirth 122nd year of Ascendancy at 10:42 see stats
By mad the Homosuperior Adventurer level 20
10th Mirth 122nd year of Ascendancy at 17:54 see stats
By mad the Homosuperior Adventurer level 9
77th Pyre 122nd year of Ascendancy at 05:41 see stats
By mad the Homosuperior Adventurer level 20
10th Mirth 122nd year of Ascendancy at 17:54 see stats
By mad the Homosuperior Adventurer level 9
79th Pyre 122nd year of Ascendancy at 12:13 see stats
By mad the Homosuperior Adventurer level 35
77th Haze 122nd year of Ascendancy at 09:57 see stats
By mad the Homosuperior Adventurer level 4
74th Pyre 122nd year of Ascendancy at 16:17 see stats
By mad the Homosuperior Adventurer level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
Today is the 44th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 05:51.
Today is the 46th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:20.
Today is the 47th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 11:43.
Today is the 48th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 04:25.
Today is the 49th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 13:48.
Today is the 50th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 12:03.
There is a Way into a strange lush forest here (press '' or right click to use).
Mad deactivates Arcane Combat.
Mad deactivates Shielding.
Mad deactivates Keen Senses.
Mad meditates on nature.
Mad deactivates Precise Strikes.
Mad deactivates Lacerating Strikes.
Mad deactivates Daunting Presence.
Mad deactivates Arcane Power.
Mad deactivates Stone Skin.
Mad deactivates Psiblades.
Mad deactivates Elemental Harmony.
Mad deactivates Arcane Shield.
Mad deactivates Wild Growth.
Mad deactivates Shadow Combat.
Mad deactivates Trained Reactions.
Mad deactivates Slow Motion.