
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Infinite500 v2.5h: Revised high level play for ToME 1.4.8Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.4.8Donators/Buyers bonus! |
Campaign | Orcs |
Mode | Insane Adventure |
Sex | Female |
Race | Whitehoof |
Class | Adventurer |
Level / Exp | 110 / 38% |
Size | medium |
Lifes / Deaths | Killed by daelach at level 10 on the 6th Revenge 124th year of Ascendancy at 08:38 4 / 3Killed by Outpost Leader John at level 11 on the 9th Revenge 124th year of Ascendancy at 14:18 Killed by Feris's Inner Demon at level 96 on the 8th Dearth 125th year of Ascendancy at 17:29 |
Primary Stats
Strength | 213 (base 82) |
Dexterity | 160 (base 118) |
Constitution | 125 (base 78) |
Magic | 155 (base 106) |
Willpower | 128 (base 97) |
Cunning | 159 (base 100) |
Resources
Hate | 100/100 |
Mana | 1761/1784 |
Negative | 1157/1157 |
Vim | 1307/1307 |
Life | 12880/12880 |
Positive | 1107/1107 |
Stamina | 1334/1334 |
Psi | 1008/1008 |
Healing Factor | 1.76 |
Regeneration | 328.53790101539 |
Speed
Mental | +87.647498995914% |
Attack | +63.2% |
Movement | +619.5915783692% |
Spell | +87.647498995914% |
Global | +172.4374986308% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 8 |
See Stealth | 58.747064681808 |
See Invisible | 136.53877138967 |
Offense: Mainhand
Damage | 507 |
Accuracy | 98 |
Crit Chance | 215% |
APR | 178 |
Speed | 0.53 |
Offense: Offhand
Damage | 406 |
Accuracy | 98 |
Crit Chance | 228% |
APR | 169 |
Speed | 0.53 |
Offense: Spell
Spellpower | 166 |
Crit Chance | 100% |
Speed | 0.53291411042029 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 140 |
Crit Chance | 95% |
Speed | 0.61274509803922 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | +5% |
Defense: Base
Armour (hardiness) | 381.57798500156 (100%) |
Defense | 104 |
Ranged Defense | 119 |
Fatigue | 0 |
Physical Save | 75 |
Spell Save | 83 |
Mental Save | 67 |
Defense: Resistances
All | + 71%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 69% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Silence Resistance | 50% |
Bleed Resistance | 100% |
Teleport Resistance | 15% |
Disarm Resistance | 37% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (3/5)
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (53% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1576% for 10 turns and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 905 damage for 6 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (53% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 21. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Cursed / Predator | 1.20 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
Psionic / Absorption | 1.00 |
| 0/5 |
| 11/5 |
| 11/5 |
| 0/5 |
Corruption / Shadowflame | 1.20 |
| 1/5 |
| 1/5 |
| 11/5 |
| 5/5 |
Technique / Combat veteran | 1.20 |
| 10/5 |
| 10/5 |
| 10/5 |
| 9/5 |
Celestial / Combat | 1.20 |
| 11/5 |
| 1/5 |
| 11/5 |
| 11/5 |
Cunning / Shadow magic | 1.20 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Technique / Combat techniques | 1.00 |
| 11/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Circles | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Cursed / Darkness | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 11/5 |
| 1/5 |
| 11/5 |
| 1/5 |
Cursed / Endless hunt | 1.20 |
| 11/5 |
| 1/5 |
| 1/5 |
| 11/5 |
Spell / Air | 1.20 |
| 11/5 |
| 1/5 |
| 11/5 |
| 11/5 |
Psionic / Distortion | 1.00 |
| 8/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Spellblaze | 1.20 |
| 9/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Technique / Magical combat | 1.20 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Corruption / Reaving combat | 1.20 |
| 11/5 |
| 11/5 |
| 2/5 |
| 11/5 |
Technique / Dual techniques | 1.20 |
| 1/5 |
| 9/5 |
| 9/5 |
| 11/5 |
Technique / Dual weapons | 1.20 |
| 11/5 |
| 11/5 |
| 11/5 |
| 0/5 |
Corruption / Doom shield | 1.00 |
| 7/5 |
| 11/5 |
| 0/5 |
| 0/5 |
Cunning / Tactical | 1.20 |
| 11/5 |
| 11/5 |
| 1/5 |
| 11/5 |
Celestial / Radiance | 1.20 |
| 11/5 |
| 9/5 |
| 9/5 |
| 0/5 |
Psionic / Psychic Assault | 1.00 |
| 11/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Celestial / Hymns | 1.00 |
| 1/5 |
| 1/5 |
| 11/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.20 |
| 11/5 |
| 11/5 |
| 11/5 |
| 11/5 |
Spell / Divination | 1.20 |
| 1/5 |
| 11/5 |
| 8/5 |
| 11/5 |
Technique / Conditioning | 1.20 |
| 10/5 |
| 9/5 |
| 10/5 |
| 0/5 |
Corruption / Torment | 1.00 |
| 9/5 |
| 1/5 |
| 9/5 |
| 9/5 |
Cunning / Scoundrel | 1.00 |
| 11/5 |
| 11/5 |
| 8/5 |
| 1/5 |
Steamtech / Blacksmith | 1.00 |
| 1/5 |
| 10/5 |
| 11/5 |
| 11/5 |
Cunning / Survival | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 5/5 |
| 11/5 |
| 0/5 |
Corruption / Demonic strength | 1.00 |
| 11/5 |
| 5/5 |
| 11/5 |
| 11/5 |
Corruption / Black-magic | 1.00 |
| 11/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Celestial / Light | 1.20 |
| 11/5 |
| 1/5 |
| 11/5 |
| 1/5 |
Race / Whitehooves | 1.00 |
| 11/5 |
| 11/5 |
| 0/5 |
| 0/5 |
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 |
Effects
talent | Arcane Combat |
talent | Shadow Combat |
talent | Keen Senses |
talent | Arcane Shield |
talent | Tale of Destruction |
talent | Flame of Urh'Rok |
talent | Weapon of Light |
talent | Premonition |
talent | Shielding |
talent | Arcane Feed |
talent | Surge |
talent | Chant of Resistance |
talent | Abyssal Shield |
talent | Hymn of Perseverance |
talent | Exploit Weakness |
talent | Gloom |
talent | Willful Tormenter |
talent | Hardened Core |
talent | Precision |
talent | Feather Wind |
talent | Shadow Feed |
talent | Blood Vengeance |
talent | Thermal Shield |
talent | Overkill |
talent | Searing Sight |
talent | Roll With It |
talent | Weapon of Wrath |
talent | Daunting Presence |
talent | Stalk |
talent | Bleak Outcome |
talent | Second Life |
talent | Shattered Mind |
talent | Thunderstorm |
talent | Lacerating Strikes |
beneficial effect | The target is hunting creatures of type / sub-type: dragon / fire with 100% effectiveness. Kills: 0 / 13 kills, Damage: +17% / +40%, Attack: +8 / +20, Stun: -- / 8.2%, Outmaneuver: 10.5% / 25.7% Predator |
beneficial effect | The target is mimicking a previous victim. (+4 Strength, +7 Dexterity, +1 Magic, +5 Willpower, +7 Cunning, +4 Constitution) Mimic |
beneficial effect | Parrying melee attacks: Has a 62% chance to deflect up to 213 damage from the next 3.1 attack(s). Parrying |
beneficial effect | You have 9 charges. Death Momentum |
beneficial effect | Countering melee attacks: Has a 77% chance to get an automatic counter attack when avoiding a melee attack. (2.7 counters remaining) Counter Attacking |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
The Steam Quarry is a strategic zone for the Atmos tribe, it provides them with much of their energy needs. Hunter, QuarryIf you are to assault the Palace of Fumes you need to cut that supply off. Destroy the three giant steam valves to make the Palace vulnerable. | active |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
As you left the Gates of Morning in ruins you noticed a strange powerful tremor that seems to come from nearby. Mole Down, Two To GoInvestigating you have found a huge mechanical mole of obvious steam giant origin. * You have crushed both the horrors and the giants, making sure no precious information will come back to the Palace of Fumes. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. * You have helped the strange psionic machines and got rewards out of them. You still feel like somehow you did wrong... | done |
The time for revenge is at hand! The Tribe stands crippled under your assaults. No Fumes Without FireEnter the Palace of Fumes and crush their leaders once and for all! For Kruk! For the Prides! For the Garkul! * Council Member Nashal is dead. * Council Member Tormak is dead. * Council Member Pendor is dead. * Council Member Palaquie is dead. * Council Member Tantalos is dead. * You have destroyed the Council and shattered the Tribe. | done |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
Deep within Eyal you found a huge cavern containing some of the remains of the great dead god Amakthel... The Dead God AwaitsAlong with what appears to be a living Sher'tul that seems to be trying to resurrect him. It must be stopped at all cost, the Prides only just got their freedom back, you can not allow anything to take it away again! The Sher'tul Priest has been taken care of, Amakthel will keep on sleeping forever now. The Prides and the world are safe. You have won the game!. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. * You have killed Aeryn, making sure no more troops will come from the west. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
In the Palace of Fumes you found a geothermal vent that digs deep into the planet's core. Voyage to the Center of EyalStrange mutated giants came out. You must find the source of those titans! * Travelling deep within Eyal you found the source of all corruptions: the dead god Amakthel. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | The Titan's Quiver (18/18, 174% power, 20 apr) The Titan's Quiver (18/18, 174% power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 174% Range: 1.4x Uses stats: 30% Wil, 50% Dex, 50% Mag, 70% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Light source | dwarven lantern 'Coalstone' dwarven lantern 'Coalstone'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Damage when hit (Melee): 8 darkness / 28 fire Changes stats: +2 Str / +1 Dex / +3 Con Changes resistances: +10% fire Changes resistances penetration: +10% physical / +20% temporal Changes damage: +3% arcane Critical mult.: +3.00% Reduces incoming crit damage: 10.00% Physical save: +20 (+5 eff.) Stamina each turn: +0.60 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Eastern Wood Hat (15 def, 0 armour) Eastern Wood Hat (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +40 (+7 eff.) Armour penetration: +15 Physical crit. chance: +10.0% Defense: +15 (+3 eff.) Changes stats: +12 Cun / +18 Dex Changes resistances penetration: +15% physical Changes damage: +10% physical Talent masteries: +0.20 Steamtech / Gunslinging +0.20 Steamtech / Bullets mastery Blindness immunity: +100% Steam crit. chance: +15% This hat was made from materials from a forest whose name is long since lost, far in the east. It is said to have belonged to one of the first gunslingers. |
On hands | Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 Increases all damage by 4% of current vim Current Bonus: 52% It can be used to activate talent Darkfire (costing 8 power out of 12/12) : Effective talent level: 6.0 Power cost: 8 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 284.14 fire damage and 320.80 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Tool | voratun pickaxe 'Aranne' (dig speed 10 turns) voratun pickaxe 'Aranne' (dig speed 10 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +4 Fatigue: -8% Changes stats: +7 Str / +4 Con Changes resistances: +6% lightning / +6% fire Changes damage: +15% mind / +15% fire Critical mult.: +3.00% Reduces incoming crit damage: 10.00% Maximum encumbrance: +20 Mental save: +15 (+4 eff.) Blindness immunity: +15% Life regen: +0.40 Lowers spell cool-downs by: 10% Light radius: +1 Healing mod.: +30% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | voratun ring 'Blazeburst' voratun ring 'Blazeburst'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +2 Physical power: +6 (+0 eff.) Changes stats: +11 Dex / +8 Wil / +17 Cun / +10 Con Changes resistances: +9% nature / +2% physical Changes resistances penetration: +15% lightning / +20% physical Physical save: +20 (+5 eff.) Poison immunity: +15% Teleport immunity: +5% Mindpower: +13 (+2 eff.) Rings can have magical properties. |
On fingers | Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 18 power out of 30/30) : Effective talent level: 2.4 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Around neck | Sewerwire SewerwireInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Wil Changes resistances: +20% mind Changes resistances penetration: +5% nature Changes damage: +6% nature / +9% fire Cut immunity: +70% Confusion immunity: +24% Healing mod.: +26% It can be used to activate talent Heal, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 647 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | The Black Spike (159% power, 20 apr) The Black Spike (159% power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +5% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
Around waist | Crackleblur the drakeskin leather belt Crackleblur the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+0 eff.) Effects on melee hit: * 60% chance to daze Changes stats: +3 Str / +7 Dex / +3 Mag / +8 Cun / +2 Con / +10 Lck Changes resistances penetration: +20% light / +20% lightning Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Trap disarming bonus: +30 Stealth bonus: +14 Maximum life: +70.00 Infravision radius: +6 A belt that goes around your waist. |
In off hand | Life Drinker (152% power, 11 apr) Life Drinker (152% power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 152% Range: 1.3x Uses stats: 30% Wil, 105% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 24 power out of 50/50) : Effective talent level: 2.0 Power cost: 24 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 39.87 acid and 39.87 blight damage. If not cleared after five turns it will inflict 226.38 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Cloak | elven-silk cloak 'Mardeldir' (3 def, 0 armour) elven-silk cloak 'Mardeldir' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Defense: +3 (+1 eff.) Damage when hit (Melee): 8 blight Changes stats: +6 Str / +5 Dex / +1 Wil / +5 Cun / +5 Con Changes resistances: +9% mind / +6% temporal Physical save: +24 (+6 eff.) Spell save: +9 (+1 eff.) Mental save: +15 (+4 eff.) Teleport immunity: +10% Only die when reaching: -50.00 life Maximum life: +78.00 Spell crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Barkrigor the voratun plate armour (9 def, 16 armour) Barkrigor the voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Infused by nature 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage (Melee): 18 acid / 20 fire Damage when hit (Melee): 14 acid / 15 fire / 8 nature / 4 temporal Changes stats: +5 Str / +5 Con Changes resistances: +43% acid / +14% physical / +15% lightning / +36% fire / +15% cold / +3% mind / +12% temporal Changes resistances penetration: +5% nature Changes damage: +9% nature Talent cooldown: Rush (-5 turns) Disarm immunity: +37% Stun/Freeze immunity: +40% Knockback immunity: +31% Maximum life: +46.00 A suit of armour made of metal plates. |
Inventory
medical injector implant of the duelist (efficiency 240% / cooldown 68%) medical injector implant of the duelist (efficiency 240% / cooldown 68%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 240% efficiency and cooldown mod of 68%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the titan (efficiency 221% / cooldown 60%) medical injector implant of the titan (efficiency 221% / cooldown 60%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 221% efficiency and cooldown mod of 60%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 14) steam generator implant of the psychic (steam 14)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 13.7 steam per turn. Can be activated for an instant burst of 68 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 19) steam generator implant of the sneak (steam 19)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.8 steam per turn. Can be activated for an instant burst of 94 steam. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 22) steam generator implant of the titan (steam 22)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 22.3 steam per turn. Can be activated for an instant burst of 112 steam. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the warrior (steam 23) steam generator implant of the warrior (steam 23)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 22.8 steam per turn. Can be activated for an instant burst of 114 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
heroism infusion of the sneak (+28 for 10 turns, die at -1045) heroism infusion of the sneak (+28 for 10 turns, die at -1045)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 28 for 10 turns. While Heroism is active, you will only die when reaching -1045 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+36 for 10 turns, die at -1367) heroism infusion of the warrior (+36 for 10 turns, die at -1367)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 36 for 10 turns. While Heroism is active, you will only die when reaching -1367 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (712% speed; 9 turns) movement infusion (712% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion (712% speed; 9 turns) movement infusion (712% speed; 9 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 712% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 717 over 5 turns) regeneration infusion of the duelist (heal 717 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 717 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 655 over 5 turns) regeneration infusion of the psychic (heal 655 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 655 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 760 over 5 turns) regeneration infusion of the sneak (heal 760 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 760 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 1238 over 5 turns) regeneration infusion of the warrior (heal 1238 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1238 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 1041 over 5 turns) regeneration infusion of the wizard (heal 1041 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1041 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 42%; cure magical) wild infusion of the psychic (resist 42%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 effect and reduce all damage taken by 42% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 43%; cure physical) wild infusion of the psychic (resist 43%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 43% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Antimagic Wyrm Bile Extract Antimagic Wyrm Bile ExtractCrafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
controlled phase door rune of the duelist (range 18) controlled phase door rune of the duelist (range 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (53% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 18. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the sneak (range 17) controlled phase door rune of the sneak (range 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (53% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 17. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the titan (range 15) controlled phase door rune of the titan (range 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (53% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the psychic (422 fire damage) heat beam rune of the psychic (422 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 422.10 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the psychic (495 fire damage) heat beam rune of the psychic (495 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 8 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 495.26 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the sneak (power 24 for 6 turns) invisibility rune of the sneak (power 24 for 6 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (53% of a turn) Is: a spell Description: Activate the rune to become invisible (power 24) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the titan (power 20 for 7 turns) invisibility rune of the titan (power 20 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (53% of a turn) Is: a spell Description: Activate the rune to become invisible (power 20) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the titan (503 lightning damage) lightning rune of the titan (503 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 167.67 to 503.00 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (638 lightning damage) lightning rune of the warrior (638 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 212.80 to 638.40 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (701 lightning damage) lightning rune of the warrior (701 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 233.80 to 701.40 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune of the warrior (630 lightning damage) lightning rune of the warrior (630 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 210.13 to 630.40 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (1115% regen over 10 turns; 56 instant mana) manasurge rune (1115% regen over 10 turns; 56 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (53% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1115% for 10 turns and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (1586% regen over 10 turns; 79 instant mana) manasurge rune (1586% regen over 10 turns; 79 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (53% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1586% for 10 turns and instantly restoring 79 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the wizard (1766% regen over 10 turns; 88 instant mana) manasurge rune of the wizard (1766% regen over 10 turns; 88 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (53% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1766% for 10 turns and instantly restoring 88 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 21; power 56; dur 4) phase door rune of the duelist (range 21; power 56; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (53% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 21. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 56%, your defense is increased by 56 and all your resistances by 56%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 502 for 4 turns) shielding rune of the titan (absorb 502 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 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 502 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 869 for 4 turns) shielding rune of the warrior (absorb 869 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 869 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 927 for 8 turns) shielding rune of the wizard (absorb 927 for 8 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 927 damage for 8 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the sneak (radius 15; dur 22; see horror) vision rune of the sneak (radius 15; dur 22; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (53% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (15 radius) and to allow you to see invisible and stealthed creatures (power 46) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any horror around. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the titan (radius 16; dur 22; see horror) vision rune of the titan (radius 16; dur 22; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (53% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (16 radius) and to allow you to see invisible and stealthed creatures (power 44) for 22 turns. Your mind will become more receptive for 22 turns, allowing you to sense any horror around. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the warrior (radius 12; dur 14; see horror) vision rune of the warrior (radius 12; dur 14; see horror)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (53% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (12 radius) and to allow you to see invisible and stealthed creatures (power 48) for 14 turns. Your mind will become more receptive for 14 turns, allowing you to sense any horror around. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
4 schematic: Acid Groove 4 schematic: Acid GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Air Recycler 2 schematic: Air RecyclerRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Alchemist's Helper 3 schematic: Alchemist's HelperRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour Reinforcement 3 schematic: Armour ReinforcementRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Botanical Shell 4 schematic: Botanical ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Brain Cap schematic: Brain CapRequires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Brain Flare schematic: Brain FlareRequires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Corrosive Shell 7 schematic: Corrosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Edge schematic: Crystal EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Crystal Plating 2 schematic: Crystal PlatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Deflection Field 3 schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell schematic: Explosive ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Fatal Attractor 3 schematic: Fatal AttractorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fiery Salve 2 schematic: Fiery SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fireproof Coating 2 schematic: Fireproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Flare Shell 3 schematic: Flare ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
7 schematic: Focus Lens 7 schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Frost Salve 2 schematic: Frost SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Fungal Web 2 schematic: Fungal WebRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Galvanic Retributor 4 schematic: Galvanic RetributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Grounding Strap 4 schematic: Grounding StrapRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Headlamp 2 schematic: HeadlampRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Healing Salve 2 schematic: Healing SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Incendiary Groove schematic: Incendiary GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Iron Grip 2 schematic: Iron GripRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Itching Powder 2 schematic: Itching PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Life Support Suit schematic: Life Support SuitRequires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 5 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Magnetic Shell 3 schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Mental Stimulator 5 schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Payload schematic: PayloadRequires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 5 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Poison Groove 3 schematic: Poison GrooveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Power Distributor 3 schematic: Power DistributorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
6 schematic: Razor Edge 6 schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Rocket Boots 4 schematic: Rocket BootsRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rogue's Gallery schematic: Rogue's GalleryRequires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 5 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Saw Shell 5 schematic: Saw ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Shocking Edge 3 schematic: Shocking EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Shocking Touch 5 schematic: Shocking TouchRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Silver Filigree 2 schematic: Silver FiligreeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Solid Shell 4 schematic: Solid ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Spike Attachment 4 schematic: Spike AttachmentRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Spring Grapple 5 schematic: Spring GrappleRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steam Powered Armour schematic: Steam Powered ArmourRequires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 5 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw 2 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Stormcutter schematic: StormcutterRequires: - Talent Create Tinker 0.10 Encumbrance. [Unique] Type: scroll / schematic ; tier 5 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Toxic Shell 3 schematic: Toxic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Unstoppable Force Salve 5 schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Viral Injector 2 schematic: Viral InjectorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Viral Needlegun 3 schematic: Viral NeedlegunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Sentry schematic: Voltaic SentryRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve 2 schematic: Water SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Waterproof Coating 3 schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: White Light Emitter 2 schematic: White Light EmitterRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Winterchill Edge 3 schematic: Winterchill EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 600 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Dark Codex: 'Rex Necrotrus' Dark Codex: 'Rex Necrotrus'Powered by arcane forces 2.00 Encumbrance. [Unique] Type: scroll / tome It can be used to gain knowledge of the darkest magics in a secluded, arcane-infused place or to summon a lich to aid you for 15 turns, costing 600 power out of 1000/1000. This skull-faced codex exudes a powerful scent of decay, but also seems to hum with arcane power. Perusal reveals images of death and rebirth embedded within flowing esoteric magical script. |
Berihek the Stokequencher Berihek the StokequencherCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+3 eff.) Armour penetration: +16 Physical crit. chance: +12.0% Changes stats: +6 Cun / +2 Wil Changes resistances: +6% blight Changes resistances penetration: +5% mind / +10% blight Changes damage: +3% arcane / +12% fire Grants telepathy: Dragon Talent masteries: +0.40 Cursed / Dark sustenance +0.40 Psionic / Action at a distance Critical mult.: +51.00% Maximum hate: +6.00 Mental crit. chance: +2% Amulets can have magical properties. |
Blazemark BlazemarkInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 12 nature / 16 lightning Changes resistances: +30% fire / +20% cold Changes resistances penetration: +10% nature Changes damage: +36% acid / +12% nature / +21% lightning Amulets can have magical properties. |
Gardanion, the Light of God Gardanion, the Light of GodPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +40 (+3 eff.) Spellpower: +40 (+5 eff.) Mindpower: +40 (+5 eff.) Allows you to speak and read the old Sher'Tul language. Steampower: +40 (+10 eff.) When worn, gives you an additional prodigy point. "When Amakthel arrived, he created the Sun and brought life to this world. You carry a piece of His Sun with you now. Do not forget who gave it to you, lest you become like those wretched fools who would forsake Him." |
Sunstone SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+2 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
Tarriyon TarriyonInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Mag Changes resistances: +29% temporal Changes damage: +3% blight Pinning immunity: +50% Knockback immunity: +50% Spellpower on spell critical (stacks up to 3 times): +4 Maximum psi: +10.00 Maximum vim: +30.00 Spellpower: +8 (+1 eff.) Amulets can have magical properties. |
Veligawen the Chargewrack Veligawen the ChargewrackInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Str / +8 Dex / +8 Wil Changes resistances: +6% lightning / +10% physical / +6% nature / +6% darkness Talent mastery: +0.26 Corruption / Torture Physical save: +6 (+1 eff.) Stamina each turn: +0.70 Psi when hit: +0.12 Amulets can have magical properties. |
Zanedas the steel amulet Zanedas the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +6 Changes stats: +4 Dex Changes resistances: +5% arcane Physical save: +3 (+1 eff.) Spell save: +9 (+1 eff.) Teleport immunity: +5% Amulets can have magical properties. |
savior's stralite amulet savior's stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +18 (+4 eff.) Spell save: +22 (+4 eff.) Mental save: +22 (+5 eff.) Amulets can have magical properties. |
starlit voratun amulet of manastreaming starlit voratun amulet of manastreamingPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances: +30% light / +28% darkness Blindness immunity: +47% Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Amulets can have magical properties. |
starseer's voratun amulet of mastery (0.38 Cursed / Gestures) starseer's voratun amulet of mastery (0.38 Cursed / Gestures)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes damage: +8% darkness / +8% temporal / +8% light / +7% physical Talent mastery: +0.38 Cursed / Gestures Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Amulets can have magical properties. |
voratun amulet voratun amulet0.10 Encumbrance. Type: jewelry / amulet ; tier 5 Amulets can have magical properties. |
voratun amulet 'Swamplace' voratun amulet 'Swamplace'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 12 nature Changes stats: +10 Wil Changes resistances: +12% lightning / +6% fire / +24% mind Changes resistances penetration: +5% nature / +10% mind Changes damage: +6% mind / +6% fire Amulets can have magical properties. |
wanderer's stralite amulet of the eclipse wanderer's stralite amulet of the eclipsePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -7% Damage (Melee): 12 light / 12 darkness Effects when hit in melee: * 9% chance to inflict damage reduction * 12% chance to blind Changes stats: +5 Dex / +4 Cun / +5 Con Changes damage: +13% light / +7% darkness Life regen: +1.10 Stamina each turn: +1.10 Movement speed: +10% Amulets can have magical properties. |
wanderer's voratun amulet wanderer's voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +8 Dex / +10 Cun / +8 Con Life regen: +1.20 Stamina each turn: +1.30 Movement speed: +10% Amulets can have magical properties. |
Aeroseda the Glarerain Aeroseda the GlarerainPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 16 light Changes resistances: +6% blight Changes resistances penetration: +5% blight Changes damage: +3% blight Silence immunity: +25% Mana each turn: +0.17 Rings can have magical properties. |
Arekalthoromirab the Fogwisp Arekalthoromirab the FogwispCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +16 Damage when hit (Melee): 20 darkness Changes stats: +8 Str Changes resistances penetration: +10% darkness Changes damage: +15% darkness / +12% lightning Rings can have magical properties. |
Boltvenom the voratun ring Boltvenom the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 22 lightning / 16 blight Changes resistances: +9% lightning Changes resistances penetration: +5% lightning Stun/Freeze immunity: +47% Life regen: +4.80 Rings can have magical properties. |
Cyriwen CyriwenInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Fatigue: -8% Changes stats: +9 Cun / +10 Dex Changes resistances: +40% lightning / +40% fire / +6% acid / +5% physical Changes resistances penetration: +10% mind Changes damage: +20% lightning / +20% fire / +6% acid Reduces incoming crit damage: 15.00% Life regen: +0.40 Equilibrium when hit: +0.08 Rings can have magical properties. |
Delydodil DelydodilInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +16 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 8 acid Changes stats: +8 Str Changes resistances: +28% cold / +9% fire / +16% physical Changes damage: +14% cold / +16% physical Disarm immunity: +10% Rings can have magical properties. |
Duruntir DuruntirPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Cun Changes resistances penetration: +5% mind Changes damage: +3% blight Grants telepathy: Dragon Demon/Major Demon/Minor Silence immunity: +50% Mana each turn: +0.40 Hate when firing a critical mind attack: +1.00 Mental crit. chance: +1% Rings can have magical properties. |
Eilinomina EilinominaPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Effects on melee hit: * 10% chance to disease Changes resistances: +12% nature Changes resistances penetration: +25% blight Changes damage: +6% blight Physical save: +3 (+1 eff.) Blindness immunity: +46% Disease immunity: +10% Cut immunity: +5% Confusion immunity: +10% Pinning immunity: +5% Stun/Freeze immunity: +15% Infravision radius: +6 See stealth: +25 See invisible: +25 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
Festerquencher the voratun ring Festerquencher the voratun ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 15% * 30% chance to inflict damage reduction Damage when hit (Melee): 4 mind Changes stats: +5 Cun Changes resistances penetration: +5% acid / +15% mind / +10% nature Mental save: +15 (+4 eff.) Confusion immunity: +34% Maximum hate: +4.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Rings can have magical properties. |
Glareripper GlareripperPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Damage when hit (Melee): 12 physical Changes stats: +1 Con Changes resistances penetration: +20% temporal Changes damage: +12% arcane / +3% temporal Physical save: +29 (+7 eff.) Silence immunity: +50% Mana each turn: +0.40 Maximum stamina: +5.00 Light radius: +2 Healing mod.: +30% Rings can have magical properties. |
Poryta the Blastwoe Poryta the BlastwoeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Effects on melee hit: * 30% chance to daze Changes stats: +4 Str Changes resistances: +3% mind / +3% lightning Changes resistances penetration: +5% lightning / +10% mind Rings can have magical properties. |
Radherin RadherinCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Physical crit. chance: +2.0% Physical power: +16 (+1 eff.) Changes stats: +10 Dex / +9 Con Spell save: +37 (+7 eff.) Maximum stamina: +59.00 Rings can have magical properties. |
Ring of Lost Love Ring of Lost LovePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: -10 Lck / +6 Wil Changes resistances: +25% mind You feel something is very wrong with this ring. It can be used to summon Crimson Paladin John, costing 48 power out of 100/100. This crimson ring has a palpable bittersweet feel to it. Inside it is engraved the phrase "To Aeryn, my love, my life. Yours forever. John" |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Archery prowess +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Grappling +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Combat veteran +0.30 Technique / Superiority +0.30 Technique / Archery excellence +0.30 Technique / Two-handed assault +0.30 Technique / Combat techniques +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Unarmed training +0.30 Technique / Dual techniques +0.30 Technique / Shield offense +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Silarevea the voratun ring Silarevea the voratun ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +9% temporal Physical save: +18 (+4 eff.) Spell save: +19 (+3 eff.) Mental save: +31 (+8 eff.) Confusion immunity: +30% Life regen: +1.80 Equilibrium when hit: +0.20 Hate when firing a critical mind attack: +2.00 Maximum life: +54.00 Mindpower: +2 (+1 eff.) Healing mod.: +30% Rings can have magical properties. |
Tempestwolf the voratun ring Tempestwolf the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Damage when hit (Melee): 20 lightning Changes stats: +9 Str / +10 Con Changes resistances: +21% lightning / +9% temporal / +6% mind / +3% physical Changes resistances penetration: +10% light Physical save: +40 (+9 eff.) Blindness immunity: +10% Pinning immunity: +10% Rings can have magical properties. |
gladiator's voratun ring of misery gladiator's voratun ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 23 bleed Changes stats: +10 Str / +10 Cun / +10 Con Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 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. |
gold ring of sensing gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Blindness immunity: +34% Infravision radius: +4 See stealth: +10 See invisible: +16 Rings can have magical properties. |
marksman's voratun ring of light (+40%) marksman's voratun ring of light (+40%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Changes stats: +8 Dex Changes resistances: +40% light Changes damage: +20% light Rings can have magical properties. |
mule's steel ring of pilfering mule's steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +8 Defense: +7 (+1 eff.) Fatigue: -6% Maximum encumbrance: +24 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. |
pixie's gold ring of warding pixie's gold ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +5 Mag Changes resistances: +18% acid / +21% fire / +22% lightning / +20% cold Spellpower: +9 (+1 eff.) Rings can have magical properties. |
psionicist's voratun ring of perseverance psionicist's voratun ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +9 Wil Mental save: +18 (+4 eff.) Stun/Freeze immunity: +41% Life regen: +3.00 Rings can have magical properties. |
savage's gold ring of sensing savage's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Spell save: +16 (+3 eff.) Blindness immunity: +38% Maximum stamina: +21.00 Infravision radius: +5 See stealth: +17 See invisible: +14 Rings can have magical properties. |
savage's voratun ring of blinding strikes savage's voratun ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 35% chance to blind Effects on ranged hit: * 35% chance to blind Changes stats: +6 Con Spell save: +20 (+4 eff.) Maximum stamina: +40.00 Rings can have magical properties. |
solipsist's voratun ring of warding solipsist's voratun ring of wardingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +8 Wil Changes resistances: +27% acid / +30% fire / +22% lightning / +27% cold Mindpower: +15 (+2 eff.) Rings can have magical properties. |
stralite ring stralite ring0.10 Encumbrance. Type: jewelry / ring ; tier 4 Rings can have magical properties. |
stralite ring 'Lightningreaper' stralite ring 'Lightningreaper'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -9% Changes resistances: +5% arcane / +3% lightning Changes damage: +3% acid Maximum encumbrance: +33 Mental save: +15 (+4 eff.) Cut immunity: +10% Disarm immunity: +20% Stun/Freeze immunity: +15% Teleport immunity: +10% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Rings can have magical properties. |
treant's steel ring of pilfering treant's steel ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Defense: +8 (+1 eff.) Changes resistances: +7% nature / +7% blight Poison immunity: +15% Disease immunity: +16% 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. |
warrior's voratun ring of warding warrior's voratun ring of wardingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +23% acid / +21% fire / +16% lightning / +21% cold Rings can have magical properties. |
Galepall (171% power, 4 apr) Galepall (171% power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 172% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 76% chance to blind Damage Shield penetration (this weapon only): +20% Damage (Melee): +8 light / +28 temporal / +28 nature Burst (radius 1) on hit: +8 light When wielded/worn: Physical crit. chance: +4.0% Damage when hit (Melee): 8 acid Changes stats: +7 Str Changes resistances penetration: +15% lightning Changes damage: +6% lightning Reduces incoming crit damage: 10.00% Massive two-handed battleaxes. |
Glintdeath (190% power, 4 apr) Glintdeath (190% power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 190% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 35 arcane resource burn On weapon crit: * wounds the target reducing their healing * burns latent spell energy Damage (Melee): +8 mind Burst (radius 1) on hit: +4 light When wielded/worn: Physical crit. chance: +20.0% Physical power: +21 (+1 eff.) Damage when hit (Melee): 16 light Changes resistances: +9% light / +18% fire Changes damage: +12% acid Critical mult.: +15.00% Mindpower: +4 (+1 eff.) Mental crit. chance: +4% Light radius: +3 Massive two-handed battleaxes. |
Runigar (167% power, 4 apr) Runigar (167% power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +30% Damage (Melee): +21 lightning When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances penetration: +15% arcane Changes damage: +6% acid Critical mult.: +15.00% Mana when firing critical spell: +3.00 Maximum hate: +6.00 Maximum psi: +30.00 Spellpower: +4 (+1 eff.) Massive two-handed battleaxes. |
balanced voratun battleaxe of massacre (190% power, 4 apr) balanced voratun battleaxe of massacre (190% power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 190% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+4 eff.) Defense: +21 (+4 eff.) Disarm immunity: +56% Massive two-handed battleaxes. |
voratun battleaxe 'Oozepain' (169% power, 4 apr) voratun battleaxe 'Oozepain' (169% power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +28 nature / +28 temporal Burst (radius 2) on crit: +4 nature When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 physical Changes resistances: +9% nature Changes resistances penetration: +15% nature Changes damage: +6% nature Life regen: +0.60 Stamina each turn: +0.60 Massive two-handed battleaxes. |
Airbraze (148% power, 9 apr) Airbraze (148% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Lightning Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +48 insidious poison / +12 lightning When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +11.0% Damage when hit (Melee): 12 lightning Changes stats: +6 Str Changes damage: +12% physical Stamina when hit: +2.00 Equilibrium when hit: +0.04 Mental crit. chance: +8% Sharp, short and deadly. |
Hanerin (147% power, 9 apr) Hanerin (147% power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 30% Wil, 45% Str, 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: 111% On weapon crit: * cripple the target Damage (Melee): +10 darkness / +16 temporal Damage against: +13% Living When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +12.0% Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +4 Dex Changes resistances penetration: +10% blight / +20% temporal / +10% arcane Spell save: +20 (+4 eff.) Maximum vim: +20.00 Spellpower: +4 (+1 eff.) Sharp, short and deadly. |
Kinetic Spike (147% power, 40 apr) Kinetic Spike (147% power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 60% Wil, 40% Dex, 50% Mag, 30% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +15 (+1 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 6 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Loamquarry the voratun dagger (147% power, 9 apr) Loamquarry the voratun dagger (147% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to blind On weapon crit: * cripple the target Burst (radius 1) on hit: +8 light When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +12 Physical crit. chance: +12.0% Defense: +12 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% cold Changes resistances penetration: +12% physical / +15% nature / +5% light Changes damage: +3% nature / +12% physical Disarm immunity: +40% Sharp, short and deadly. |
Mandible of Ungolmor (150% power, 12 apr) Mandible of Ungolmor (150% power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 50% Mag, 35% Str, 30% Wil, 30% Cun, 35% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Physical crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 15 power out of 40/40) : Effective talent level: 3.0 Power cost: 15 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 110.93 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +23% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Moon (136% power, 30 apr) Moon (136% power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Power: 137% Range: 1.3x Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Poravea the voratun dagger (162% power, 9 apr) Poravea the voratun dagger (162% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 162% Range: 1.3x Uses stats: 30% Wil, 45% Str, 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% Burst (radius 2) on crit: +12 physical When wielded/worn: Armour penetration: +3 Physical crit. chance: +1.0% Changes stats: +4 Cun / +1 Dex Mental save: +36 (+9 eff.) Hate when firing a critical mind attack: +3.00 Healing mod.: +10% Sharp, short and deadly. |
Ragoregoregolach the Chargewitch (146% power, 9 apr) Ragoregoregolach the Chargewitch (146% power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 147% Range: 1.3x Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Acid Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to daze * 24% chance to corrode armour On weapon crit: * wounds the target reducing their healing Damage (Melee): +8 acid When wielded/worn: Physical crit. chance: +11.0% Physical power: +11 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 12 lightning Changes resistances: +12% light / +3% cold Changes resistances penetration: +11% acid Life regen: +2.00 Sharp, short and deadly. |
Scumveil (145% power, 9 apr) Scumveil (145% power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Blight Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 mind / +12 nature Burst (radius 2) on crit: +8 nature When wielded/worn: Armour penetration: +12 Physical power: +12 (+1 eff.) Damage when hit (Melee): 8 blight Changes stats: +6 Con Changes resistances: +2% physical / +9% nature / +12% temporal Changes resistances penetration: +24% physical Changes damage: +12% physical Physical save: +9 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +28% Pinning immunity: +10% Teleport immunity: +15% Only die when reaching: -140.00 life It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, short and deadly. |
Spelldrinker (132% power, 8 apr) Spelldrinker (132% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 30% Wil, 45% Str, 55% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+2 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Star (129% power, 20 apr) Star (129% power, 20 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 129% Range: 1.3x Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 30% Wil, 50% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 30% Wil, 45% Dex, 60% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 5 power out of 10/10) : Effective talent level: 2.0 Power cost: 5 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 409.77 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
caustic voratun dagger of ruin (146% power, 9 apr) caustic voratun dagger of ruin (146% power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str 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: * 28% chance to corrode armour When wielded/worn: Armour penetration: +12 Physical crit. chance: +12.0% Changes resistances penetration: +12% acid Critical mult.: +16.00% Life regen: +2.00 Sharp, short and deadly. |
glacial voratun dagger of torment (148% power, 9 apr) glacial voratun dagger of torment (148% power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Burst (radius 2) on crit: +24 ice When wielded/worn: Armour: +12 Changes resistances penetration: +12% cold / +12% mind / +10% darkness Sharp, short and deadly. |
plaguebringer's stralite dagger of phasing (136% power, 15 apr) plaguebringer's stralite dagger of phasing (136% power, 15 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 137% Range: 1.3x Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +15 Physical crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 11% chance to disease Damage Shield penetration (this weapon only): +32% Damage (Melee): +13 blight When wielded/worn: Disease immunity: +20% Sharp, short and deadly. |
voratun dagger 'Cystedge' (150% power, 9 apr) voratun dagger 'Cystedge' (150% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 30% Wil, 45% Str, 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% Damage (Melee): +21 cold When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 nature Changes resistances: +9% lightning / +3% nature / +12% blight Changes resistances penetration: +5% arcane Cut immunity: +10% Confusion immunity: +10% Knockback immunity: +5% Teleport immunity: +15% Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +40% Sharp, short and deadly. |
Arylle the Bogvile (198% power, 4 apr) Arylle the Bogvile (198% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 199% Range: 1.5x 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: * 40% chance to blind * 49% chance to daze Damage (Melee): +12 blight Burst (radius 1) on hit: +12 nature When wielded/worn: Accuracy: +21 (+4 eff.) Damage when hit (Melee): 8 arcane Changes stats: +6 Str / +16 Dex / +5 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances: +12% nature Changes resistances penetration: +21% lightning Spell crit. chance: +4% Damage Shield penetration: +30% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Massive two-handed mauls. |
Tirakai's Maul (139% power, 6 apr) Tirakai's Maul (139% power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.3x 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. |
voratun greatmaul 'Getuldir' (183% power, 4 apr) voratun greatmaul 'Getuldir' (183% power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 183% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 26% On weapon crit: * wounds the target reducing their healing Damage (Melee): +4 mind When wielded/worn: Physical crit. chance: +17.0% Physical power: +19 (+1 eff.) Changes resistances: +9% mind / +14% all Changes resistances penetration: +14% nature Critical mult.: +10.00% Equilibrium when hit: +0.08 Maximum hate: +6.00 Massive two-handed mauls. |
Champion's Will (179% power, 22 apr) Champion's Will (179% power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 179% Range: 1.6x Uses stats: 30% Wil, 115% Str, 50% Mag, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 166 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 18 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Sawrd (136% power, 19 apr) Sawrd (136% power, 19 apr)Requires: - Strength 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 137% Range: 1.6x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Physical crit. chance: +10.0% Attack speed: 100% Multiple attacks: +3 When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Cun Talent mastery: +0.20 Technique / Two-handed assault A brutal weapon of countless blades. |
blazebringer's voratun greatsword of evisceration (175% power, 4 apr) blazebringer's voratun greatsword of evisceration (175% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x 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: * wounds the target reducing their healing Burst (radius 2) on crit: +28 fire When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+1 eff.) Changes resistances penetration: +21% fire Global speed: +8% Massive two-handed swords. |
dwarven-steel greatsword 'Unlightqueen' (159% power, 2 apr) dwarven-steel greatsword 'Unlightqueen' (159% power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 160% Range: 1.6x 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: * 19% chance to corrode armour Damage (Melee): +12 blight Burst (radius 2) on crit: +8 blight When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +6 Con Changes resistances penetration: +13% acid / +10% physical / +5% blight Changes damage: +6% darkness Disarm immunity: +28% Life regen: +2.00 Massive two-handed swords. |
plaguebringer's voratun greatsword of evisceration (177% power, 4 apr) plaguebringer's voratun greatsword of evisceration (177% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 177% Range: 1.6x 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% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 27% chance to disease On weapon crit: * wounds the target reducing their healing Damage (Melee): +27 blight When wielded/worn: Physical crit. chance: +16.0% Physical power: +21 (+1 eff.) Disease immunity: +46% Massive two-handed swords. |
thought-forged voratun greatsword of the leech (175% power, 4 apr) thought-forged voratun greatsword of the leech (175% power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x 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 hit: * 33% chance to cause random gloom * Slows global speed by 24% * leeches stamina from the target Damage (Melee): +24 mind When wielded/worn: Damage when hit (Melee): 28 nature slow Changes stats: +10 Cun / +6 Wil Massive two-handed swords. |
voratun greatsword of the leech (173% power, 4 apr) voratun greatsword of the leech (173% power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x 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 hit: * Slows global speed by 28% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 28 nature slow Massive two-handed swords. |
warbringer's voratun greatsword of amnesia (173% power, 4 apr) warbringer's voratun greatsword of amnesia (173% power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 174% Range: 1.6x 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 hit: * 25% chance to put talents on cooldown When wielded/worn: Physical power: +21 (+1 eff.) Changes stats: +10 Con Changes resistances penetration: +20% physical Disarm immunity: +38% Massive two-handed swords. |
Eilinuyabeth the Glitterreek Eilinuyabeth the GlitterreekRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). Burst (radius 1) on hit: +2 light Burst (radius 2) on crit: +2 arcane / +4 fire When wielded/worn: Changes stats: +3 Str / +2 Dex / +7 Mag Changes resistances: +9% arcane Changes damage: +15% arcane / +6% fire Spellpower: +15 (+2 eff.) Light radius: +4 Longbows are used to shoot arrows at your foes. |
Ichornigh the elven-wood longbow Ichornigh the elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 60% chance to corrode armour Burst (radius 1) on hit: +6 acid When wielded/worn: Changes stats: +7 Dex / +2 Wil Changes resistances: +6% nature / +12% acid Changes resistances penetration: +21% physical Changes damage: +12% acid Infravision radius: +4 Longbows are used to shoot arrows at your foes. |
Polygavena the dragonbone longbow Polygavena the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +2 Physical power: +4 (+0 eff.) Changes stats: +3 Str Changes resistances penetration: +12% temporal / +51% physical Changes damage: +21% temporal / +31% physical Talent cooldown: Arrow Stitching (-1 turn) Physical save: +6 (+1 eff.) Healing mod.: +5% Damage Shield penetration: +60% Longbows are used to shoot arrows at your foes. |
Serpenttooth SerpenttoothRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to inflict damage reduction Damage (Ranged): +16 cold / +30 nature Burst (radius 1) on hit: +2 nature Burst (radius 2) on crit: +6 nature When wielded/worn: Armour: +15 Changes stats: +7 Dex Changes resistances: +9% acid / +9% arcane / +3% blight / +6% cold / +6% nature / +10% all Changes resistances penetration: +13% nature / +13% cold Changes damage: +15% fire / +6% darkness / +12% nature Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Islimira' dragonbone longbow 'Islimira'Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +20 fire Burst (radius 1) on hit: +8 physical When wielded/worn: Changes damage: +22% fire Physical save: +6 (+1 eff.) Mana each turn: +0.16 Vim when firing critical spell: +2.00 Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Ivemithra' dragonbone longbow 'Ivemithra'Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +1.0% Physical power: +6 (+0 eff.) Changes stats: +8 Dex / +2 Con Changes resistances: +8% arcane / +2% physical Changes resistances penetration: +25% physical Maximum life: +20.00 Light radius: +2 See invisible: +3 Healing mod.: +10% Longbows are used to shoot arrows at your foes. |
dragonbone longbow 'Xoravea' dragonbone longbow 'Xoravea'Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +3 Physical power: +15 (+1 eff.) Fatigue: -4% Changes stats: +7 Str / +4 Wil / +4 Con Changes damage: +6% mind Maximum encumbrance: +20 Mental save: +9 (+2 eff.) Maximum stamina: +10.00 Mindpower: +2 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +30 Longbows are used to shoot arrows at your foes. |
penetrating dragonbone longbow of true flight penetrating dragonbone longbow of true flightRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +8.0% Changes resistances penetration: +25% physical Damage Shield penetration: +56% Longbows are used to shoot arrows at your foes. |
Baryvon the Sungrit (153% power, 6 apr) Baryvon the Sungrit (153% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 60% chance to corrode armour * 35% chance to cause random gloom * Random elemental explosion Damage (Melee): +25 mind When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 acid Changes stats: +7 Cun / +7 Wil Changes resistances penetration: +26% acid / +17% fire / +17% cold / +5% mind / +17% lightning Changes damage: +9% acid / +9% light Grants telepathy: Dragon Critical mult.: +16.00% Mental save: +12 (+3 eff.) Psi when hit: +0.12 Maximum hate: +2.00 Mental crit. chance: +2% Sharp, long, and deadly. |
Belerain the Deepsquill (152% power, 6 apr) Belerain the Deepsquill (152% power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 34% chance to daze Damage (Melee): +12 darkness Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +4 darkness / +4 mind When wielded/worn: Changes stats: +7 Str / +4 Dex / +4 Mag / +4 Wil / +3 Cun / +7 Con Changes resistances penetration: +15% lightning Mental crit. chance: +4% See invisible: +12 Sharp, long, and deadly. |
Darkstreak (154% power, 6 apr) Darkstreak (154% power, 6 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 155% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 mind / +8 fire When wielded/worn: Damage when hit (Melee): 16 darkness Changes resistances: +12% acid / +9% lightning Mental save: +9 (+2 eff.) Poison immunity: +20% Cut immunity: +20% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, long, and deadly. |
Dayzeal the voratun longsword (168% power, 9 apr) Dayzeal the voratun longsword (168% power, 9 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 169% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +8 (+0 eff.) Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 8 light Changes stats: +3 Cun / +5 Dex Changes damage: +6% light Healing mod.: +5% Sharp, long, and deadly. |
Grinyrin the voratun longsword (151% power, 6 apr) Grinyrin the voratun longsword (151% power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 mind When wielded/worn: Accuracy: +13 (+2 eff.) Physical power: +14 (+1 eff.) Changes stats: +6 Str / +4 Con Changes resistances: +9% cold / +6% mind / +3% temporal Changes resistances penetration: +13% physical Changes damage: +13% physical Disarm immunity: +50% Confusion immunity: +20% Stun/Freeze immunity: +5% Stamina when hit: +1.90 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Sharp, long, and deadly. |
Nightreaper the voratun longsword (151% power, 6 apr) Nightreaper the voratun longsword (151% power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +17 light Burst (radius 1) on hit: +12 arcane / +8 acid Burst (radius 2) on crit: +8 darkness / +8 acid Damage against: +14% Undead When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Changes resistances: +3% darkness Changes resistances penetration: +10% darkness Changes damage: +3% darkness / +9% arcane Sharp, long, and deadly. |
Punae's Blade (157% power, 4 apr) Punae's Blade (157% power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 157% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Combat speed: +10% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Starfear (155% power, 6 apr) Starfear (155% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 155% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +8 light / +8 mind / +8 nature When wielded/worn: Physical crit. chance: +15.0% Fatigue: -10% Damage when hit (Melee): 4 light Changes damage: +15% mind Physical save: +20 (+5 eff.) Stamina each turn: +0.60 Healing mod.: +10% Sharp, long, and deadly. |
flaming voratun longsword of massacre (170% power, 6 apr) flaming voratun longsword of massacre (170% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 171% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +15 fire Sharp, long, and deadly. |
quick voratun longsword of rage (154% power, 6 apr) quick voratun longsword of rage (154% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +30 (+5 eff.) Changes stats: +5 Str / +7 Dex Changes damage: +15% physical Stamina when hit: +2.00 Sharp, long, and deadly. |
thunderous voratun longsword of the leech (153% power, 6 apr) thunderous voratun longsword of the leech (153% power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to daze * Slows global speed by 19% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 15 nature slow Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +15% lightning Sharp, long, and deadly. |
voratun longsword 'Ereluyadur' (152% power, 6 apr) voratun longsword 'Ereluyadur' (152% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Accuracy: +14 (+2 eff.) Defense: +13 (+2 eff.) Damage when hit (Melee): 16 mind Changes stats: +2 Wil Changes resistances penetration: +15% blight Changes damage: +9% blight / +9% arcane Spell save: +21 (+4 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +34% Hate when firing a critical mind attack: +5.00 Spell crit. chance: +2% Sharp, long, and deadly. |
voratun longsword 'Glitterhue' (154% power, 6 apr) voratun longsword 'Glitterhue' (154% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 155% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +8 acid When wielded/worn: Physical crit. chance: +14.0% Physical power: +11 (+1 eff.) Effects on melee hit: * 45% chance to corrode armour Damage when hit (Melee): 16 acid / 16 light Changes stats: +2 Str / +2 Wil Changes resistances: +9% cold Reduces incoming crit damage: 10.00% Spell save: +30 (+6 eff.) Blindness immunity: +20% Teleport immunity: +25% Sharp, long, and deadly. |
voratun longsword 'Noonwalker' (156% power, 6 apr) voratun longsword 'Noonwalker' (156% power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 156% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +19 lightning When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn Changes stats: +2 Wil Changes resistances: +12% blight Changes resistances penetration: +15% light / +10% blight Grants telepathy: Humanoid/Orc Maximum psi: +40.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +5% Sharp, long, and deadly. |
Loristir the voratun mace (157% power, 6 apr) Loristir the voratun mace (157% power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x 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% Burst (radius 1) on hit: +20 fire When wielded/worn: Physical crit. chance: +2.0% Fatigue: -14% Effects on melee hit: * 30% chance to corrode armour Changes stats: +2 Cun Changes resistances: +6% acid Changes damage: +6% mind Mental save: +21 (+5 eff.) Only die when reaching: -80.00 life Healing mod.: +20% Blunt and deadly. |
Salyth the Staroath (156% power, 6 apr) Salyth the Staroath (156% power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 156% Range: 1.4x 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: * Slows global speed by 20% * leeches stamina from the target On weapon crit: * cripple the target Damage (Melee): +20 temporal / +14 nature When wielded/worn: Physical crit. chance: +14.0% Damage when hit (Melee): 4 light / 19 nature slow Changes stats: +2 Mag / +2 Wil / +6 Cun Changes resistances: +9% light Changes resistances penetration: +15% light Psi when hit: +0.12 Mindpower: +6 (+1 eff.) See invisible: +6 Blunt and deadly. |
elemental voratun mace of massacre (172% power, 6 apr) elemental voratun mace of massacre (172% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 173% Range: 1.4x 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: * Random elemental explosion When wielded/worn: Changes resistances penetration: +17% acid / +15% fire / +17% lightning / +16% cold Blunt and deadly. |
Arctorrent the living mindstar (114% power, 40 apr, nature damage) Arctorrent the living mindstar (114% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x 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: * 20% chance to blind Damage (Melee): +8 lightning / +4 light Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +8 lightning When wielded/worn: Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 12 light Changes resistances: +6% fire / +12% light / +3% temporal Changes resistances penetration: +5% lightning Changes damage: +10% acid Spell save: +9 (+1 eff.) Equilibrium when hit: +2.30 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Boltstreaker the living mindstar (116% power, 40 apr, nature damage) Boltstreaker the living mindstar (116% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x 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 gain 10% of a turn Damage (Melee): +12 lightning / +8 temporal Burst (radius 1) on hit: +4 lightning When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +6% temporal Changes damage: +6% nature Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +8 (+2 eff.) Equilibrium when hit: +2.50 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Charged Focus (100% power, 24 apr, lightning damage) Charged Focus (100% power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 100% Range: 1.1x Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+2 eff.) Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
Eye of the Lost (115% power, 27 apr, mind damage) Eye of the Lost (115% power, 27 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * reduces mental save When wielded/worn: Changes stats: +3 Cun / +7 Wil Changes resistances: +25% mind Changes resistances penetration: +15% mind Changes damage: +10% mind Mental save: +24 (+6 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +7% Activating this item is instant. It can be used to see all other beings around you for 5 turns, costing 15 power out of 25/25. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
Eye of the Wyrm (113% power, 24 apr, physical damage) Eye of the Wyrm (113% power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Power: 113% Range: 1.1x Uses stats: 70% Wil, 20% Str, 50% Mag, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% fire / 18% lightning When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+0 eff.) Changes resistances: +8% acid / +8% physical / +8% cold / +8% fire / +8% lightning Changes damage: +8% lightning / +8% physical / +8% cold / +8% fire / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +8 (+1 eff.) Mental crit. chance: +4% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Corrosive Breath (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe acid in a frontal cone of radius 8. Any target caught in the area will take 542.63 acid damage. Enemies caught in the acid have a 63% chance of their weapons becoming useless for three turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Disarm chance is based on your Mindpower. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Ichorlace (114% power, 40 apr, mind damage) Ichorlace (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This honing mindstar will focus other psionic mindstars. Power: 114% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +8 blight Burst (radius 1) on hit: +12 fire When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +4 Cun / +3 Wil Changes resistances: +7% blight / +9% physical / +9% nature / +3% mind Changes resistances penetration: +20% nature / +9% physical Changes damage: +10% physical / +12% arcane / +3% fire / +19% mind / +10% nature Disease immunity: +25% Maximum mana: +20.00 Maximum vim: +10.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Overseer (115% power, 27 apr, mind damage) Overseer (115% power, 27 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 115% Range: 1.1x Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +27 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * reduces mental save When wielded/worn: Changes stats: +3 Cun / +7 Wil Changes resistances: +25% mind Changes resistances penetration: +15% mind Changes damage: +10% mind Mental save: +24 (+6 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +7% It can be used to either mentally dominate or psychically stun (depending on immunities) a nearby target within range 4 for 5 turns (success depends on Mindpower), costing 36 power out of 60/60. Fragments of the Mindwall's power still inhabit this cracked, ancient gem. |
Rhidar the pulsing mindstar (108% power, 32 apr, mind damage) Rhidar the pulsing mindstar (108% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural lightning should be returned to the wyrm. Power: 108% Range: 1.1x Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +3 Str / +3 Dex / +2 Mag / +4 Wil / +2 Cun / +3 Con Changes resistances: +13% lightning / +5% blight Changes resistances penetration: +13% lightning Changes damage: +14% lightning / +5% nature / +9% arcane / +2% acid Spell save: +3 (+0 eff.) Disease immunity: +16% Mana each turn: +0.04 Equilibrium when hit: +1.40 Spellpower on spell critical (stacks up to 3 times): +4 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Stormsnake the living mindstar (112% power, 40 apr, nature damage) Stormsnake the living mindstar (112% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 112% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 light Burst (radius 2) on crit: +4 lightning When wielded/worn: Effects on melee hit: * 30% chance to disease Changes stats: +2 Mag Changes resistances penetration: +10% blight Changes damage: +9% blight / +6% arcane Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Critical mult.: +10.00% Mana when firing critical spell: +2.00 Hate per kill: +5.00 Psi per kill: +5.00 Spellpower: +8 (+1 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% It can be used to inflict 335.80 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. |
Thermal Focus (109% power, 32 apr, fire damage) Thermal Focus (109% power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 109% Range: 1.1x Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+2 eff.) Psi each turn: +1.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
Toraldil the Cindersnake (116% power, 40 apr, mind damage) Toraldil the Cindersnake (116% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 60% When wielded/worn: Effects when hit in melee: * Slows global speed by 10% Damage when hit (Melee): 8 mind Changes stats: +2 Cun Changes resistances: +9% light / +12% fire / +9% arcane / +12% nature Changes damage: +10% nature / +6% fire Mental save: +32 (+8 eff.) Mindpower: +14 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Zubomithra the Goresquall (115% power, 40 apr, mind damage) Zubomithra the Goresquall (115% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. Power: 115% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 nature Burst (radius 2) on crit: +8 nature / +20 light When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +9% nature Changes resistances penetration: +10% acid / +10% physical / +5% light / +9% fire / +10% mind / +10% cold Changes damage: +13% acid / +15% physical / +9% light / +14% fire / +15% nature / +12% cold Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Daimylathahor' (114% power, 40 apr, mind damage) living mindstar 'Daimylathahor' (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. This natural mindstar calls for a summoner. Power: 114% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +4 blight When wielded/worn: Damage when hit (Melee): 20 blight / 20 fire Changes resistances: +10% blight / +14% fire Changes resistances penetration: +10% acid / +21% fire / +8% cold / +8% physical Changes damage: +13% acid / +7% physical / +28% fire / +8% nature / +12% cold Mental save: +18 (+4 eff.) Disease immunity: +21% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Grinosin' (97% power, 24 apr, nature damage) thorny mindstar 'Grinosin' (97% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Power: 97% Range: 1.1x Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 2) on crit: +8 temporal When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +4% physical Changes resistances penetration: +4% physical Changes damage: +4% physical Grants telepathy: Dragon Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Physical save: +4 (+1 eff.) Hate per kill: +3.00 Psi per kill: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +3% It can be used to inflict 266.80 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. |
Dryzor the Blastparry Dryzor the BlastparryRequires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +6 nature / +8 lightning When wielded/worn: Effects on ranged hit: * 39 arcane resource burn Changes stats: +4 Dex / +12 Wil / +13 Cun / +3 Con Changes damage: +12% lightning / +22% physical / +12% nature Talent mastery: +0.40 Wild-gift / Antimagic Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Mindpower: +25 (+4 eff.) Infravision radius: +5 Slings are used to hurl stones or metal shots at your foes. |
Morningclash MorningclashRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +8 light When wielded/worn: Changes resistances: +6% acid / +6% light Changes resistances penetration: +18% physical Changes damage: +9% light / +18% arcane Damage Shield penetration: +60% Slings are used to hurl stones or metal shots at your foes. |
Xywen the drakeskin leather sling Xywen the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +2 physical When wielded/worn: Armour penetration: +1 Physical power: +18 (+1 eff.) Changes stats: +5 Str / +6 Dex / +2 Mag Changes resistances: +2% physical Changes resistances penetration: +5% mind Changes damage: +3% physical Critical mult.: +10.00% Maximum stamina: +10.00 Slings are used to hurl stones or metal shots at your foes. |
Glitterstreak the dragonbone vilestaff (136% power, 6 apr, blight element) Glitterstreak the dragonbone vilestaff (136% power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Armour Hardiness: +9% Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +9% arcane / +9% blight Changes resistances penetration: +10% light / +10% temporal Changes damage: +30% blight / +6% temporal Talent granted: +1 Command Staff Physical save: +12 (+3 eff.) Spell save: +30 (+6 eff.) Mental save: +36 (+9 eff.) Disarm immunity: +15% Pinning immunity: +10% Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Light radius: +3 Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (136% power, 8 apr, physical element) Gravitational Staff (136% power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 180% Mag, 30% Wil Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+3 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 9 power out of 14/14) : Effective talent level: 3.0 Power cost: 9 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 223.12 physical (gravity) damage. Each target moved beyond the first increases the damage by 27.89 (up to a maximum of 111.56 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Hathulantir the Strikequencher (136% power, 6 apr, darkness element) Hathulantir the Strikequencher (136% power, 6 apr, darkness element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +15 (+3 eff.) Effects on melee hit: * 20% chance to blind Damage when hit (Melee): 8 lightning Changes resistances: +9% lightning / +6% cold / +9% nature Changes damage: +30% darkness Talent granted: +1 Command Staff Spell save: +9 (+1 eff.) Disarm immunity: +10% Pinning immunity: +20% Stun/Freeze immunity: +10% Only die when reaching: -60.00 life Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Light radius: +7 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 167.01 light damage. Staves designed for wielders of magic, by the greats of the art. |
Isytira (136% power, 6 apr, lightning element) Isytira (136% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses 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): +12 acid Burst (radius 1) on hit: +20 mind When wielded/worn: Damage when hit (Melee): 12 acid Changes resistances penetration: +20% mind Changes damage: +30% lightning / +12% mind Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +12 (+3 eff.) Spellpower: +15 (+2 eff.) Spell crit. chance: +13% Infravision radius: +3 See invisible: +6 Staves designed for wielders of magic, by the greats of the art. |
Kindlehacker (136% power, 6 apr, acid element) Kindlehacker (136% power, 6 apr, acid element)Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x 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): +12 acid When wielded/worn: Physical crit. chance: +14.0% Defense: +4 (+1 eff.) Ranged Defense: +4 (+0 eff.) Damage when hit (Melee): 8 acid Changes resistances: +12% light / +9% cold Changes resistances penetration: +15% acid Changes damage: +30% acid / +12% fire Talent granted: +1 Command Staff Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Mental save: +30 (+7 eff.) Cut immunity: +15% Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Lustretouch (136% power, 6 apr, arcane element) Lustretouch (136% power, 6 apr, arcane element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 137% Range: 1.2x 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: +4 fire When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +13 Con Changes resistances: +3% lightning / +9% temporal / +9% light / +12% nature Changes damage: +33% arcane Talent granted: +1 Command Staff Spell save: +49 (+9 eff.) Life regen: +3.70 Only die when reaching: -40.00 life Spellpower: +35 (+4 eff.) Spell crit. chance: +5% Light radius: +2 Healing mod.: +54% Staves designed for wielders of magic, by the greats of the art. |
Mardymavor (136% power, 6 apr, physical element) Mardymavor (136% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +9 Defense: +12 (+2 eff.) Changes stats: +4 Wil / +2 Con Changes resistances: +15% physical Maximum wards: +3 physical Changes damage: +30% physical Grants telepathy: All Talents granted: +5 Ward +1 Command Staff Disease immunity: +10% Mana each turn: +0.08 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +1.00 Spellpower: +23 (+3 eff.) Spell crit. chance: +5% Damage Shield penetration: +20% Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (120% power, 4 apr, fire element) Staff of Destruction (120% power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stats: 200% Mag, 30% Wil Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
Starcaller (129% power, 4 apr, physical element) Starcaller (129% power, 4 apr, physical element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stats: 170% Mag, 30% Wil Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +5% darkness / +25% physical Damage affinity(heal): +20% darkness Talent granted: +1 Command Staff Stealth bonus: +20 Spellpower: +15 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Galactic Pulse (15% chance level 3). A light staff covered in stralite and gems. It seems to reflect the light of the stars even in daylight. |
dragonbone magestaff 'Fogspike' (136% power, 6 apr, lightning element) dragonbone magestaff 'Fogspike' (136% power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour Damage Shield penetration (this weapon only): +50% Damage (Melee): +8 acid / +16 blight Burst (radius 1) on hit: +12 acid When wielded/worn: Physical crit. chance: +14.0% Damage (Melee): 39 arcane Changes resistances penetration: +5% acid Changes damage: +30% lightning / +3% darkness / +12% arcane Talent granted: +1 Command Staff Spell save: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +102.00 Spellpower: +25 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Rhostir' (136% power, 6 apr, fire element) dragonbone magestaff 'Rhostir' (136% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x 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 Shield penetration (this weapon only): +40% When wielded/worn: Changes stats: +1 Mag Changes resistances penetration: +15% fire Changes damage: +30% fire Grants telepathy: All Talent granted: +1 Command Staff Stamina each turn: +0.20 Mana each turn: +0.40 Equilibrium when hit: +0.04 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +100.00 Spellpower: +25 (+3 eff.) Spell crit. chance: +5% Mindpower: +12 (+2 eff.) Mental crit. chance: +3% Infravision radius: +3 It can be used to conjure elemental energy in a radius 10 cone, dealing 233.99 to 280.78 fire damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Flashglamour' (152% power, 6 apr, physical element) dragonbone starstaff 'Flashglamour' (152% power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 152% Range: 1.2x 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 Shield penetration (this weapon only): +10% When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +2 Physical crit. chance: +2.0% Damage when hit (Melee): 4 fire Changes resistances: +6% mind / +6% nature Changes damage: +42% physical Talent granted: +1 Command Staff Disease immunity: +35% Pinning immunity: +25% Stamina each turn: +0.20 Spellpower: +20 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Isybrekira' (136% power, 6 apr, blight element) dragonbone vilestaff 'Isybrekira' (136% power, 6 apr, blight element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x 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 acid Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +8 blight When wielded/worn: Defense: +24 (+4 eff.) Damage (Melee): 12 % chance of confusion Changes stats: +1 Mag / +4 Wil / +3 Cun Changes resistances: +8% arcane / +6% acid Changes damage: +30% blight / +6% arcane Talent granted: +1 Command Staff Spellpower: +23 (+3 eff.) Spell crit. chance: +5% Light radius: +1 Infravision radius: +2 Damage Shield penetration: +42% Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone starstaff of power (152% power, 6 apr, darkness element) potent dragonbone starstaff of power (152% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 152% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +42% darkness Talent granted: +1 Command Staff Spellpower: +39 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
void walker's dragonbone starstaff of blasting (136% power, 6 apr, darkness element) void walker's dragonbone starstaff of blasting (136% power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% darkness / +15% temporal Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower: +25 (+3 eff.) Spell crit. chance: +15% Defense after a teleport: +29 Resist all after a teleport: +25% New effects duration reduction after a teleport: +36% Reduces paradox anomalies(equivalent to willpower): +24 It can be used to unleash an elemental blastwave, dealing 233.99 to 280.78 darkness damage in a radius 6 around the user, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
Brilliant Auto-loading Orc Expeller Brilliant Auto-loading Orc ExpellerRequires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Ammo reloads per turn: +1 Damage against: +15% Humanoid / +15% Giant Talents cooldown: Supercharge Bullets (-3 turns) Overheat Bullets (-3 turns) Percussive Bullets (-3 turns) Combustive Bullets (-3 turns) A finely crafted gun, designed specifically to kill orcs. And giants somehow! |
Cyrolle CyrolleRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 On weapon hit: * 40% chance to corrode armour Travel speed: +600% Damage (Ranged): +27 fire Burst (radius 1) on hit: +2 acid Attacks use: 2.0 Steam When wielded/worn: Accuracy: +12 (+2 eff.) Changes resistances penetration: +11% fire Changes damage: +20% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-4 turns) Double Shots (-2 turns) Spell save: +9 (+1 eff.) Maximum vim: +20.00 Global speed: +4% Damage Shield penetration: +20% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Glacia GlaciaRequires: - Dexterity 28 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Attack speed: 100% Dam. multiplier: 130% Firing range: +7 On weapon hit: * deal cold damage equal to 100 + the higher of your steam or spellpower, and attempt to freeze the target (20% chance). Travel speed: +1000% Attacks use: 2.0 Steam When wielded/worn: Ice block penetration: +20% Strange coils encircle this extremely cold gun. |
Nacrush's Decimator Nacrush's DecimatorRequires: - Strength 25 - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +25 Attack speed: 100% Dam. multiplier: 120% Firing range: +5 Travel speed: +600% Attacks use: 2.0 Steam Knocks you back when fired. Nacrush was known for a tendency towards overkill. |
Talosis' Counterpoint Talosis' CounterpointRequires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +15 physical Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +4.0% Changes stats: +2 Con Talent granted: +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
steel steamgun 'Xeryssra' steel steamgun 'Xeryssra'Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Lightning Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +6 acid / +7 draining blight Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes damage: +9% blight / +10% acid Talent cooldown: Strafe (-2 turns) Stun/Freeze immunity: +5% Teleport immunity: +10% New effects duration reduction after a teleport: +10% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgun 'Sulfurrage' voratun steamgun 'Sulfurrage'Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Power: 66% Range: 1.1x Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 111% Firing range: +10 Travel speed: +800% Damage (Ranged): +34 draining blight Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +6% nature / +6% acid Changes resistances penetration: +5% nature Changes damage: +35% blight / +6% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Frostbite (117% power, 12 apr) Frostbite (117% power, 12 apr)Requires: - Strength 18 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 2 Power: 117% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Physical crit. chance: +3.0% Attack speed: 100% Block value: +60 Damage conversion: 50% ice Attacks use: 1.0 Steam When wielded/worn: Armour: +10 Defense: +7 (+1 eff.) Fatigue: +9% Talent granted: +1 Block Ice block penetration: +40% Fashioned from magical ice, and perfect for carving ice - especially ice with someone else inside it. |
Garassra the voratun steamsaw (151% power, 25 apr) Garassra the voratun steamsaw (151% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 151% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +96 Damage (Melee): +60 insidious poison Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances: +6% light / +5% physical Talent granted: +3 Block Spell save: +10 (+2 eff.) Mental save: +6 (+1 eff.) Blindness immunity: +10% Teleport immunity: +10% Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Gluda the Strikeoozer (159% power, 19 apr) Gluda the Strikeoozer (159% power, 19 apr)Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 4 Power: 160% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Physical crit. chance: +4.0% Attack speed: 100% Block value: +66 On weapon hit: * 20% chance to daze Burst (radius 2) on crit: +4 arcane Attacks use: 1.0 Steam When wielded/worn: Accuracy: +26 (+4 eff.) Armour: +5 Defense: +8 (+1 eff.) Fatigue: +10% Changes stats: +12 Str Changes resistances: +5% arcane / +3% mind Changes resistances penetration: +10% lightning Changes damage: +3% lightning / +26% physical Talent granted: +2 Block Stamina when hit: +4.10 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Layalaith (149% power, 25 apr) Layalaith (149% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 149% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +104 On weapon crit: * cripple the target Burst (radius 1) on hit: +8 acid Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +7.0% Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 14% chance to corrode armour Damage when hit (Melee): 8 arcane Changes stats: +4 Con Changes resistances: +16% acid / +22% fire Changes resistances penetration: +10% blight Talent granted: +3 Block Spellpower: +4 (+1 eff.) Spell crit. chance: +2% Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Mirrorazor (143% power, 23 apr) Mirrorazor (143% power, 23 apr)Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 4 Power: 144% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Physical crit. chance: +5.0% Attack speed: 100% Block value: +60 When this weapon hits: Turn Back the Clock (8% chance level 2). Damage conversion: 50% temporal Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +20 (+4 eff.) Fatigue: +8% Changes resistances: +15% temporal Talent granted: +2 Block Activating this item is instant. It can be used to 5 turns after use, mirror yourself across the map (centered around the location you were standing when activated)., costing 18 power out of 30/30. The experiment of a mad chronomancer, this strange device is a portal into a backwards universe! That is, everything there spins the opposite direction. I guess it probably grinds things pretty well. |
The Twisted Blade (161% power, 24 apr) The Twisted Blade (161% power, 24 apr)Requires: - Dexterity 27 - Talent Steam Pool Powered by unknown forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Power: 162% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +24 Physical crit. chance: +5.0% Attack speed: 100% Block value: +150 On weapon kill: * Fully heal yourself. (15 turn cooldown) Lifesteal (this weapon only): +10% Attacks use: 1.0 Steam When wielded/worn: Armour: +18 Defense: +14 (+3 eff.) Fatigue: +15% Talent granted: +5 Block You see flecks of gold in this vile mass of twisted steel, implying a once great origin. Whatever glory it once had is long gone, replaced by something far more sinister... |
Vorurima (150% power, 25 apr) Vorurima (150% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 151% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +101 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Damage (Melee): 10 lightning Damage when hit (Melee): 30 lightning Changes stats: +2 Cun Changes resistances: +3% acid Changes resistances penetration: +5% mind Talent granted: +3 Block Critical mult.: +10.00% Cut immunity: +5% Equilibrium when hit: +0.08 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
corrosive voratun steamsaw of crushing (150% power, 25 apr) corrosive voratun steamsaw of crushing (150% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 150% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% Block value: +107 Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 20% chance to corrode armour Changes stats: +6 Con Changes resistances: +20% acid Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw 'Drentir' (165% power, 25 apr) voratun steamsaw 'Drentir' (165% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 165% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 111% Block value: +98 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Changes stats: +3 Dex / +1 Wil / +2 Cun Changes resistances: +16% physical Changes damage: +6% arcane Talent granted: +3 Block Infravision radius: +3 Steamsaws use steam pressure to rotate a serrated metal blade at high speed, inflicting severe lacerations on those struck. They can be wielded in the main or off hand. Vrmmmmm! |
Bleakwill the orichalcum trident (183% power, 16 apr) Bleakwill the orichalcum trident (183% power, 16 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Power: 183% Range: 1.6x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +24 cold When wielded/worn: Armour penetration: +24 Fatigue: -6% Changes resistances penetration: +15% darkness / +21% physical Changes damage: +21% physical Critical mult.: +6.00% Physical save: +30 (+7 eff.) Stamina each turn: +0.60 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +4% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Filthvault the orichalcum trident (184% power, 16 apr) Filthvault the orichalcum trident (184% power, 16 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Power: 185% Range: 1.6x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Armour: +4 Damage when hit (Melee): 12 fire Changes stats: +4 Str / +1 Con Changes resistances: +6% light Blindness immunity: +10% Disease immunity: +20% Stun/Freeze immunity: +30% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Bandil the voratun waraxe (166% power, 6 apr) Bandil the voratun waraxe (166% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 167% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Burst (radius 2) on crit: +30 ice When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +18 Changes stats: +7 Str Changes resistances: +5% arcane Changes resistances penetration: +10% cold Changes damage: +14% physical Reduces incoming crit damage: 17.00% Disease immunity: +10% Disarm immunity: +5% Confusion immunity: +10% Stamina when hit: +2.50 One-handed war axes. |
Dawnbait the voratun waraxe (166% power, 6 apr) Dawnbait the voratun waraxe (166% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 166% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 75% chance to blind Damage (Melee): +8 light When wielded/worn: Changes stats: +1 Str Changes resistances: +6% lightning / +2% physical Changes damage: +12% light Reduces incoming crit damage: 10.00% Physical save: +12 (+3 eff.) Mental save: +47 (+12 eff.) Teleport immunity: +15% One-handed war axes. |
Dawntrial the voratun waraxe (152% power, 6 apr) Dawntrial the voratun waraxe (152% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 35% chance to daze Damage Shield penetration (this weapon only): +40% Burst (radius 1) on hit: +8 light When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +12 Physical crit. chance: +10.0% Defense: +15 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +4 Str / +2 Dex / +4 Mag / +3 Wil / +4 Cun / +3 Con Changes resistances: +9% lightning / +12% cold / +6% acid Changes resistances penetration: +15% lightning Changes damage: +12% light Critical mult.: +20.00% Spell save: +6 (+1 eff.) Disarm immunity: +50% Maximum stamina: +20.00 One-handed war axes. |
Dazzlecrypt the voratun waraxe (151% power, 6 apr) Dazzlecrypt the voratun waraxe (151% power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +8 light Burst (radius 1) on hit: +18 fire When wielded/worn: Effects on melee hit: * 30% chance to blind * 30% chance to daze Changes resistances: +6% light / +6% lightning Changes resistances penetration: +5% light One-handed war axes. |
Hanuroddarath the Brandpower (167% power, 6 apr) Hanuroddarath the Brandpower (167% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 168% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +10% Damage (Melee): +12 blight / +12 fire / +16 darkness Burst (radius 2) on crit: +8 fire When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+1 eff.) Damage when hit (Melee): 12 fire Changes stats: +2 Dex / +1 Wil / +6 Con Changes resistances: +9% darkness Changes resistances penetration: +14% physical Changes damage: +12% arcane Disarm immunity: +35% Vim when firing critical spell: +4.00 Infravision radius: +1 One-handed war axes. |
Lightningcutter the voratun waraxe (150% power, 6 apr) Lightningcutter the voratun waraxe (150% power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to daze On weapon crit: * wounds the target reducing their healing Burst (radius 2) on crit: +4 light Damage against: +28% Unnatural When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+1 eff.) Effects on melee hit: * 45% chance to daze Changes stats: +3 Dex / +10 Wil Changes resistances: +3% acid / +10% all Changes resistances penetration: +14% nature Grants telepathy: Dragon Humanoid/Orc Infravision radius: +2 See invisible: +6 One-handed war axes. |
Lightwinter (150% power, 6 apr) Lightwinter (150% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 111% On weapon hit: * 40% chance to blind When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +1 Changes stats: +7 Dex Changes damage: +6% light / +6% lightning Physical save: +21 (+5 eff.) Only die when reaching: -60.00 life Maximum life: +20.00 One-handed war axes. |
Lustreward the voratun waraxe (151% power, 6 apr) Lustreward the voratun waraxe (151% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 152% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +20 acid When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 30% chance to disease Changes damage: +6% blight Grants telepathy: Dragon Psi when hit: +0.08 Light radius: +1 One-handed war axes. |
caustic voratun waraxe of purging (151% power, 6 apr) caustic voratun waraxe of purging (151% power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 33% chance to corrode armour * 25% chance to remove a magical effect Damage (Melee): +20 nature When wielded/worn: Changes resistances penetration: +14% acid Life regen: +2.30 One-handed war axes. |
voratun waraxe 'Airnoon' (151% power, 6 apr) voratun waraxe 'Airnoon' (151% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +16 acid / +12 lightning When wielded/worn: Armour penetration: +12 Physical crit. chance: +15.0% Damage when hit (Melee): 8 lightning Changes stats: +2 Str / +1 Dex / +2 Mag / +5 Wil / +3 Con Changes resistances penetration: +5% acid Changes damage: +12% mind Critical mult.: +20.00% One-handed war axes. |
voratun waraxe 'Shockbraze' (167% power, 6 apr) voratun waraxe 'Shockbraze' (167% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 167% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn * 60% chance to daze Damage (Melee): +8 mind When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 16 mind Changes resistances: +3% mind Changes resistances penetration: +45% mind Changes damage: +9% mind One-handed war axes. |
Ce'Noma the Plagueslicer Ce'Noma the PlagueslicerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Effects on melee hit: * 60% chance to blind Damage when hit (Melee): 8 nature / 12 blight Changes resistances: +9% light Changes resistances penetration: +10% blight / +15% nature Changes damage: +33% nature Spell save: +11 (+2 eff.) Size category: +1 A belt that goes around your waist. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+3 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% It can be used to activate talent Evasion (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 40% chance to completely evade them and granting you 66 defense for 16 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
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. |
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. |
Radiancezeal RadiancezealCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind * 45% chance to daze Damage when hit (Melee): 20 light / 8 lightning Changes resistances: +14% fire / +9% light / +13% cold Light radius: +1 A belt that goes around your waist. |
Scaldmarrow ScaldmarrowCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+4 eff.) Damage when hit (Melee): 16 fire Changes resistances: +3% acid / +12% temporal / +3% light / +6% cold Stealth bonus: +15 Physical save: +6 (+1 eff.) Mental save: +20 (+5 eff.) Pinning immunity: +15% Teleport immunity: +10% A belt that goes around your waist. |
Thunderlace ThunderlaceCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to daze * Slows global speed by 60% * 20% chance to disease Damage when hit (Melee): 4 arcane Changes resistances: +3% lightning / +3% blight / +14% fire / +9% arcane / +14% cold Changes resistances penetration: +15% lightning A belt that goes around your waist. |
balancing drakeskin leather belt of containment balancing drakeskin leather belt of containmentPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +14.0% Changes stats: +6 Cun / +5 Dex Maximum life: +130.00 Maximum mana: +80.00 Maximum stamina: +65.00 Maximum hate: +20.00 Maximum psi: +38.00 Maximum vim: +40.00 Maximum pos.energy: +38.00 Maximum neg.energy: +38.00 Mental crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
drakeskin leather belt 'Obsidianshine' drakeskin leather belt 'Obsidianshine'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+4 eff.) Effects on melee hit: * 72% chance to inflict damage reduction Changes stats: +5 Str / +2 Dex / +3 Wil / +3 Cun Changes resistances: +6% darkness Changes damage: +6% nature / +18% darkness Stealth bonus: +15 A belt that goes around your waist. |
drakeskin leather belt 'Stokepain' drakeskin leather belt 'Stokepain'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to disease Changes stats: +6 Str / +7 Dex / +7 Wil / +5 Cun Changes resistances: +12% fire Changes resistances penetration: +15% fire Changes damage: +9% temporal Physical save: +17 (+4 eff.) Spell save: +16 (+3 eff.) Mental save: +20 (+5 eff.) A belt that goes around your waist. |
insulating drakeskin leather belt of shielding insulating drakeskin leather belt of shieldingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Changes resistances: +12% fire / +10% cold It can be used to create a temporary shield that absorbs 410 damage, putting all charms on cooldown for 18 turns. A belt that goes around your waist. |
Chamigoragen (3 def, 6 armour) Chamigoragen (3 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Defense: +3 (+1 eff.) Damage when hit (Melee): 4 blight / 8 arcane Changes stats: +4 Mag / +4 Wil Changes resistances: +6% lightning / +9% mind / +3% nature Changes damage: +9% blight / +12% arcane Confusion immunity: +25% Mana when firing critical spell: +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chargedeath the cashmere cloak (2 def, 0 armour) Chargedeath the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 4 acid Changes resistances: +8% acid / +7% fire / +7% lightning / +5% cold Changes resistances penetration: +10% acid Changes damage: +6% acid / +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cyrutira the elven-silk cloak (3 def, 13 armour) Cyrutira the elven-silk cloak (3 def, 13 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Changes stats: +1 Wil Changes resistances: +6% temporal / +30% cold Critical mult.: +15.00% Spell save: +12 (+2 eff.) Mental save: +30 (+7 eff.) Disease immunity: +15% Knockback immunity: +20% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +17 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eremozilalen the Mucuspyre (2 def, 0 armour) Eremozilalen the Mucuspyre (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Dex / +3 Mag / +3 Wil Reduces incoming crit damage: 15.00% Spell save: +8 (+1 eff.) Maximum mana: +62.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Isaldamira the Boltresolve (3 def, 0 armour) Isaldamira the Boltresolve (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +6% cold / +9% arcane / +3% darkness Changes resistances penetration: +25% arcane / +5% lightning Changes damage: +12% mind Spell save: +13 (+2 eff.) Mental save: +15 (+4 eff.) Poison immunity: +10% Silence immunity: +10% Confusion immunity: +5% Pinning immunity: +15% Stun/Freeze immunity: +10% Psi when hit: +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lightningwill (3 def, 13 armour) Lightningwill (3 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +13% acid / +6% light / +8% fire / +9% arcane / +40% cold / +6% nature / +25% lightning Changes resistances penetration: +15% light Physical save: +14 (+3 eff.) Mental save: +14 (+3 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Serpentine Cloak (10 def, 0 armour) Serpentine Cloak (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Con Changes resistances penetration: +15% nature Talent mastery: +0.10 Cunning / Stealth It can be used to activate talent Phase Door (costing 18 power out of 60/60) : Effective talent level: 2.0 Power cost: 18 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a small range of up to 19 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +2 Defense: +9 (+2 eff.) Changes resistances: +15% cold Physical save: +10 (+2 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
cashmere cloak 'Ce'Nirema' (2 def, 4 armour) cashmere cloak 'Ce'Nirema' (2 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +2 (+0 eff.) Armour: +4 Defense: +2 (+0 eff.) Changes stats: +3 Str / +3 Con Reduces incoming crit damage: 10.00% Silence immunity: +15% Stun/Freeze immunity: +5% Life regen: +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Cracklecutter' (3 def, 0 armour) elven-silk cloak 'Cracklecutter' (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +9 Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to inflict damage reduction * 60% chance to corrode armour Damage when hit (Melee): 24 acid / 20 lightning Changes stats: +6 Cun / +6 Dex Changes resistances: +18% acid Changes resistances penetration: +10% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Shockvortex' (3 def, 0 armour) elven-silk cloak 'Shockvortex' (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 lightning Changes stats: +3 Cun / +3 Dex Changes resistances: +6% lightning Changes resistances penetration: +10% lightning / +15% temporal Changes damage: +9% lightning Spell save: +22 (+4 eff.) Mental save: +28 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative elven-silk cloak of the guardian (12 def, 7 armour) restorative elven-silk cloak of the guardian (12 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +7 Defense: +12 (+2 eff.) Changes resistances: +13% nature / +13% blight Physical save: +16 (+4 eff.) Spell save: +21 (+4 eff.) Mental save: +21 (+5 eff.) Life regen: +1.00 Healing mod.: +21% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+5 eff.) Blindness immunity: +50% Spellpower: +30 (+4 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Eremydir the elven-silk robe (5 def, 0 armour) Eremydir the elven-silk robe (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 16 mind Changes stats: +14 Mag / +5 Wil Changes resistances: +6% mind / +15% temporal Changes resistances penetration: +15% temporal / +13% mind / +14% physical Changes damage: +20% temporal / +17% mind / +12% physical Silence immunity: +38% Psi each turn: +0.97 Spellpower on spell critical (stacks up to 3 times): +4 Maximum psi: +29.00 Spellpower: +20 (+3 eff.) Mindpower: +9 (+2 eff.) Mental crit. chance: +4% Reduces paradox anomalies(equivalent to willpower): +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glitterimmortal (5 def, 0 armour) Glitterimmortal (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +5 (+1 eff.) Fatigue: -10% Changes stats: +3 Str Changes resistances: +15% light / +30% cold Changes resistances penetration: +10% light Changes damage: +9% light / +20% cold Only die when reaching: -60.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robes of Deflection (0 def, 7 armour) Robes of Deflection (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +7 Armour Hardiness: +30% Changes stats: +3 Con / +3 Mag Spellpower: +4 (+1 eff.) Talent on hit(spell): Evasion (4% chance level 1). This set of robes seems to shine with metallic colors. |
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 (+2 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 (+3 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 1 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 'Cinderumbra' (5 def, 0 armour) elven-silk robe 'Cinderumbra' (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +5 (+1 eff.) Changes stats: +3 Str / +6 Wil / +4 Con Changes resistances: +51% fire Changes damage: +9% temporal / +20% fire Stamina each turn: +1.00 Maximum life: +40.00 Maximum stamina: +20.00 Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed elven-silk robe of alchemy (12 def, 8 armour) sunsealed elven-silk robe of alchemy (12 def, 8 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+2 eff.) Changes stats: +10 Mag Changes resistances: +20% acid / +18% physical / +15% light / +20% cold / +18% fire / +15% darkness Changes damage: +14% acid / +11% physical / +20% light / +14% cold / +15% fire Talent cooldown: Refit Golem (-6 turns) Maximum life: +63.00 Light radius: +4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arelathandil the Ravenwreath (0 def, 5 armour) Arelathandil the Ravenwreath (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 44% chance to corrode armour * 44% chance to inflict damage reduction Damage when hit (Melee): 12 acid Changes stats: +6 Con / +5 Wil Changes resistances: +3% nature / +6% acid Changes resistances penetration: +5% darkness / +10% physical Mindpower: +9 (+2 eff.) 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 35 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Bloomslice (0 def, 3 armour) Bloomslice (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +3.0% Armour: +3 Fatigue: +3% Changes stats: +5 Str / +2 Mag / +3 Wil / +7 Con Changes resistances penetration: +5% nature Changes damage: +7% physical Reduces incoming crit damage: 10.00% Mana each turn: +0.15 Maximum mana: +23.00 Spellpower: +4 (+1 eff.) Spell crit. chance: +2% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 206 fire damage (based on Spellpower) to others who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Dourwasp the pair of dwarven-steel boots (0 def, 4 armour) Dourwasp the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 12 nature Changes stats: +3 Cun / +3 Dex Changes resistances: +8% fire / +3% darkness / +9% cold Changes damage: +12% darkness Physical save: +8 (+2 eff.) Spell save: +9 (+1 eff.) Mental save: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gleamstreak (0 def, 5 armour) Gleamstreak (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 16 darkness / 8 light Changes damage: +6% blight / +12% arcane / +9% light Critical mult.: +20.00% Spell save: +3 (+0 eff.) Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +44% Maximum mana: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hurarek (0 def, 5 armour) Hurarek (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 24 physical Changes stats: +1 Dex / +3 Mag / +4 Con Changes resistances: +6% mind / +15% fire / +5% arcane / +15% cold Critical mult.: +9.00% Maximum encumbrance: +20 Blindness immunity: +20% Silence immunity: +44% Confusion immunity: +48% Stun/Freeze immunity: +44% Movement speed: +20% A pair of boots made of leather. |
Layidawe the pair of voratun boots (25 def, 5 armour) Layidawe the pair of voratun boots (25 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+5 eff.) Fatigue: -6% Damage when hit (Melee): 12 blight Changes stats: +4 Str / +4 Con Changes resistances: +6% temporal Changes damage: +3% arcane Physical save: +49 (+11 eff.) Spell save: +10 (+2 eff.) Mental save: +30 (+7 eff.) Cut immunity: +15% Confusion immunity: +15% Pinning immunity: +30% Stamina each turn: +0.90 Maximum life: +60.00 Movement speed: +10% It can be used to activate talent Evasion, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 40% chance to completely evade them and granting you 66 defense for 16 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lustrehunter (0 def, 14 armour) Lustrehunter (0 def, 14 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Fatigue: +5% Changes stats: +4 Str / +1 Dex / +4 Mag / +4 Wil / +4 Con Changes resistances: +6% physical Changes damage: +3% light / +3% physical Critical mult.: +6.00% Maximum encumbrance: +20 Spell save: +10 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +2% Infravision radius: +3 Damage Shield penetration: +10% It can be used to blink to a nearby random location (rad 15), putting all charms on cooldown for 15 turns. A pair of boots made of leather. |
Shoes of Moving Quickly (10 def, 12 armour) Shoes of Moving Quickly (10 def, 12 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+2 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Pinning immunity: +100% Knockback immunity: -100% Steampower: +5 (+2 eff.) You move 3 spaces at once. Accurately? Less so. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+1 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
blightbringer's pair of voratun boots of massiveness (0 def, 5 armour) blightbringer's pair of voratun boots of massiveness (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +10 Str / +10 Mag / +9 Con Changes damage: +6% acid / +10% physical / +10% blight Disease immunity: +50% Spellpower: +10 (+2 eff.) Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of voratun boots of disengagement (0 def, 5 armour) dreamer's pair of voratun boots of disengagement (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Cun / +4 Dex Physical save: +15 (+4 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of drakeskin leather boots of strife (0 def, 5 armour) insulating pair of drakeskin leather boots of strife (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Con / +6 Wil Changes resistances: +12% fire / +15% cold Changes resistances penetration: +9% physical Mindpower: +6 (+1 eff.) 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 35 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
miner's pair of voratun boots of massiveness (0 def, 12 armour) miner's pair of voratun boots of massiveness (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: +4% Changes stats: +6 Str / +6 Con Changes damage: +10% physical Infravision radius: +2 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Singesorrow' (0 def, 5 armour) pair of drakeskin leather boots 'Singesorrow' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Dex / +5 Wil / +4 Cun Changes resistances: +3% fire Changes damage: +6% nature / +6% fire Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +120.00 Spell crit. chance: +3% Damage Shield penetration: +20% Defense after a teleport: +20 Resist all after a teleport: +8% New effects duration reduction after a teleport: +40% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A pair of boots made of leather. |
scholar's pair of drakeskin leather boots of strife (0 def, 5 armour) scholar's pair of drakeskin leather boots of strife (0 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Con / +5 Wil Changes resistances penetration: +10% physical Spellpower: +6 (+1 eff.) Mindpower: +9 (+2 eff.) It can be used to activate talent Blindside, placing all other charms into a 15 cooldown : Effective talent level: 2.0 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 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 45 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
undeterred pair of drakeskin leather boots of uncanny dodging (10 def, 5 armour) undeterred pair of drakeskin leather boots of uncanny dodging (10 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +5% Silence immunity: +46% Confusion immunity: +50% Stun/Freeze immunity: +50% A pair of boots made of leather. |
Belinn (0 def, 3 armour) Belinn (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +5 Str / +5 Dex / +5 Cun Changes resistances: +6% temporal / +9% darkness / +6% nature Talent cooldown: Double Strike (-1 turn) Physical save: +14 (+3 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dazzleknave the drakeskin leather gloves (0 def, 3 armour) Dazzleknave the drakeskin leather gloves (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 fire Changes resistances: +6% light / +10% fire Changes damage: +11% fire Spell save: +20 (+4 eff.) Mental save: +3 (+1 eff.) Blindness immunity: +20% Pinning immunity: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) It can be used to activate talent Mindhook (costing 10 power out of 24/24) : Effective talent level: 4.0 Power cost: 10 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Glowblack the drakeskin leather gloves (0 def, 3 armour) Glowblack the drakeskin leather gloves (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Effects on melee hit: * 30% chance to blind * 20 arcane resource burn * 15% chance to inflict damage reduction Damage when hit (Melee): 16 acid Changes resistances: +6% cold / +12% temporal Changes damage: +9% darkness / +6% light Critical mult.: +15.00% Spell crit. chance: +20% Mental crit. chance: +19% Light radius: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Layoldatta (0 def, 2 armour) Layoldatta (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances penetration: +10% arcane Physical save: +9 (+2 eff.) Poison immunity: +20% Confusion immunity: +5% Life regen: +2.40 Stamina each turn: +1.40 Maximum stamina: +21.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Nightwisp the dwarven-steel gauntlets (0 def, 2 armour) Nightwisp the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 10 mind Damage when hit (Melee): 4 darkness Changes stats: +1 Cun / +1 Dex Changes resistances: +8% mind Changes damage: +7% mind Light radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
Ritch Claws (0 def, 6 armour) Ritch Claws (0 def, 6 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +6 It can be used to activate talent Rushing Claws (costing 15 power out of 24/24) : Effective talent level: 2.0 Power cost: 15 out of 24/24. Range: 7 Travel Speed: instantaneous Is: a nature gift Description: Rushes toward your target with incredible speed. If the target is reached, you use your claws to pin it to the ground for 5 turns. You must rush from at least 2 tiles away. A pair of sharply honed gauntlets made from the claws of Ritch Impalers. |
Skyparry the voratun gauntlets (0 def, 7 armour) Skyparry the voratun gauntlets (0 def, 7 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +7 Damage (Melee): 14 arcane Damage when hit (Melee): 12 mind Changes stats: +10 Mag / +10 Wil Changes resistances: +6% temporal / +18% arcane / +6% darkness Mental save: +9 (+2 eff.) Cut immunity: +15% Stun/Freeze immunity: +10% Only die when reaching: -80.00 life It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Spell save: +6 (+1 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +2% 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. |
Spellhunt Remnants (4 def, 5 armour) Spellhunt Remnants (4 def, 5 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+1 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +4% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Steam Powered Gauntlets (0 def, 12 armour) Steam Powered Gauntlets (0 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
Stralite Sand Shredder (0 def, 1 armour) Stralite Sand Shredder (0 def, 1 armour)Powered by steamtech 1.00 Encumbrance. [Plot Item] Type: armor / hands ; tier 4 When wielded/worn: Armour: +1 Talent granted: +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
brawler's voratun gauntlets of the iron hand (0 def, 3 armour) brawler's voratun gauntlets of the iron hand (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +8 Str / +5 Dex / +5 Wil / +5 Cun / +4 Con Talent mastery: +0.20 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+4 eff.) Disarm immunity: +50% Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves 'Satyrsweeper' (0 def, 17 armour) drakeskin leather gloves 'Satyrsweeper' (0 def, 17 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +18 (+1 eff.) Armour: +17 Damage when hit (Melee): 8 nature Changes stats: +6 Str Disarm immunity: +15% Pinning immunity: +35% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Smoldermonster' (0 def, 3 armour) drakeskin leather gloves 'Smoldermonster' (0 def, 3 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 15 nature Changes stats: +5 Str / +4 Dex / +9 Mag / +2 Wil / +10 Cun Changes resistances: +3% blight / +10% light / +10% darkness / +9% nature Changes damage: +6% fire / +11% nature / +9% arcane Talent cooldown: Double Strike (-1 turn) Critical mult.: +20.00% Physical save: +15 (+4 eff.) Mana each turn: +0.12 Mana when firing critical spell: +3.00 Maximum vim: +10.00 Infravision radius: +2 It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 220.32 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Xerygakira' (0 def, 3 armour) drakeskin leather gloves 'Xerygakira' (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +14 (+1 eff.) Armour: +3 Effects on melee hit: * 30% chance to corrode armour Changes stats: +3 Dex / +6 Mag / +3 Wil / +4 Cun Changes resistances penetration: +15% arcane Changes damage: +11% arcane Reduces incoming crit damage: 30.00% Physical save: +6 (+1 eff.) Psi when hit: +0.12 Maximum psi: +40.00 Mindpower: +6 (+1 eff.) Healing mod.: +5% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of dispersion (0 def, 3 armour) drakeskin leather gloves of dispersion (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 19 arcane Changes stats: +8 Mag / +10 Wil Changes resistances: +9% arcane It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of sorrow (0 def, 9 armour) heroic drakeskin leather gloves of sorrow (0 def, 9 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 40 mind / 37 darkness Mental save: +10 (+2 eff.) Maximum life: +74.00 Mindpower: +9 (+2 eff.) 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% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 302.95 mind damage and cripples the target's higher mental functions, reducing cunning by 32 and confusing (40% 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...? |
Cap of the Undisturbed Mind (-10 def, 0 armour) Cap of the Undisturbed Mind (-10 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Plot Item] Type: armor / head ; tier 3 When wielded/worn: Physical power: -10 (-1 eff.) Defense: -10 (-2 eff.) Changes stats: +4 Wil Changes resistances: +10% cold / +10% darkness / +10% arcane Confusion immunity: +100% Spellpower: -10 (-1 eff.) Mindpower: -10 (-1 eff.) Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +5 Mag / +7 Wil / +3 Cun Changes resistances penetration: +15% arcane Changes damage: +9% blight / +10% arcane Mental save: +25 (+6 eff.) Psi when hit: +0.08 Maximum vim: +25.00 Spell crit. chance: +3% Mindpower: +5 (+1 eff.) It can be used to activate talent Vimsense (costing 15 power out of 45/45) : Effective talent level: 2.4 Power cost: 15 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 61%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / -4 Lck / +5 Con It can be used to activate talent Warshout (costing 27 power out of 45/45) : Effective talent level: 2.0 Power cost: 27 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Hedas (0 def, 3 armour) Hedas (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Cun Changes resistances: +18% mind Critical mult.: +10.00% Mental save: +16 (+4 eff.) Confusion immunity: +38% Stamina each turn: +1.20 A hat made of leather. Very stylish. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes damage: +8% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +1 It can be used to activate talent Sun Flare (costing 18 power out of 30/30) : Effective talent level: 3.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 125.55 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Layuwe the Shadewill (0 def, 6 armour) Layuwe the Shadewill (0 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+0 eff.) Armour: +6 Fatigue: +3% Damage when hit (Melee): 8 arcane / 16 darkness Changes stats: +5 Str / +4 Wil / +8 Lck Changes resistances: +9% physical Changes resistances penetration: +10% darkness Physical save: +9 (+2 eff.) Vim when firing critical spell: +1.00 Spell crit. chance: +2% Mental crit. chance: +4% Infravision radius: +3 A hat made of leather. Very stylish. |
Sepsisswift (0 def, 5 armour) Sepsisswift (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 4 nature / 4 lightning Changes resistances: +14% nature / +6% mind Changes resistances penetration: +10% nature / +25% lightning Changes damage: +9% nature / +12% mind Spell save: +10 (+2 eff.) Maximum life: +106.00 Healing mod.: +30% A cap made of leather. |
Steam Powered Helm (3 def, 12 armour) Steam Powered Helm (3 def, 12 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
The Face of Fear (8 def, 0 armour) The Face of Fear (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+2 eff.) It can be used to activate talent Instill Fear (costing 11 power out of 45/45) : Effective talent level: 2.0 Power cost: 11 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 51% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 42%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
Visage of Nektosh (4 def, 8 armour) Visage of Nektosh (4 def, 8 armour)Requires: - Magic 12 - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Damage (Melee): 15 physical bleed Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% darkness Talent mastery: +0.20 Race / Whitehooves Spellpower: +0 (+0 eff.) Movement speed: +0% Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
Wildwish (0 def, 5 armour) Wildwish (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: -1% Damage when hit (Melee): 12 nature / 12 physical Changes stats: +12 Str / +4 Wil Changes resistances: +8% nature Spell save: +9 (+1 eff.) Mental save: +9 (+2 eff.) Maximum life: +76.00 Light radius: +2 Healing mod.: +20% A hat made of leather. Very stylish. |
Xolrakira the Thundernull (0 def, 5 armour) Xolrakira the Thundernull (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +5 Str / +5 Dex / +5 Cun Changes resistances: +15% lightning / +15% temporal / +9% darkness / +12% blight / +3% fire / +9% mind / +3% nature Changes resistances penetration: +5% lightning Changes damage: +9% mind / +12% lightning Spell save: +6 (+1 eff.) 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 1447.5 Physical damage. If the attack hits, the target is confused (47% 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. |
aegis elven-silk wizard hat of earthrunes (3 def, 4 armour) aegis elven-silk wizard hat of earthrunes (3 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +6 Con Life regen: +5.10 Damage Shield Power: +10% It can be used to activate talent Stone Wall, placing all other charms into a 48 cooldown : Effective talent level: 1.0 Power cost: 48 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 13 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 276.66 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
defender's drakeskin leather cap of the bounder (8 def, 14 armour) defender's drakeskin leather cap of the bounder (8 def, 14 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+1 eff.) Fatigue: +5% Changes stats: +9 Str / +9 Dex Changes resistances: +7% all Physical save: +15 (+4 eff.) A cap made of leather. |
defender's dwarven-steel helm of trickery (4 def, 9 armour) defender's dwarven-steel helm of trickery (4 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +9 Defense: +4 (+1 eff.) Fatigue: +4% Changes stats: +3 Cun / +3 Dex Changes resistances: +4% all Physical save: +10 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Daimeruibers' (0 def, 7 armour) drakeskin leather cap 'Daimeruibers' (0 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +7 Fatigue: +5% Changes stats: +19 Dex Changes resistances: +15% acid / +2% physical / +33% darkness / +15% fire / +15% lightning / +14% cold Changes resistances penetration: +15% arcane Poison immunity: +10% Disease immunity: +20% Disarm immunity: +15% Confusion immunity: +10% Pinning immunity: +10% Infravision radius: +8 A cap made of leather. |
mindcaging drakeskin leather hat (0 def, 5 armour) mindcaging drakeskin leather hat (0 def, 5 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +23% mind Mental save: +14 (+3 eff.) Confusion immunity: +38% A hat made of leather. Very stylish. |
thaloren drakeskin leather cap of might (0 def, 5 armour) thaloren drakeskin leather cap of might (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +10 Wil / +5 Con Changes resistances: +15% blight Mental save: +14 (+3 eff.) A cap made of leather. |
thaloren voratun helm of blood magic (0 def, 5 armour) thaloren voratun helm of blood magic (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Mag / +18 Wil Changes resistances: +13% blight Changes damage: +20% blight / +19% arcane Mental save: +15 (+4 eff.) Spell crit. chance: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Aeranor' (0 def, 5 armour) voratun helm 'Aeranor' (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +2 Str / +5 Dex / +8 Cun Changes resistances: +3% blight / +20% cold / +15% nature / +14% fire Spell save: +40 (+8 eff.) Mental save: +46 (+11 eff.) Equilibrium when hit: +0.12 Maximum life: +110.00 Mental crit. chance: +4% Infravision radius: +5 Healing mod.: +28% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's voratun helm of trickery (0 def, 5 armour) warlord's voratun helm of trickery (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +12 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +5 Dex / +7 Wil / +5 Cun Changes resistances: +14% physical Physical save: +15 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cameyarin the dwarven-steel mail armour (3 def, 15 armour) Cameyarin the dwarven-steel mail armour (3 def, 15 armour)Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +1 Cun Changes resistances: +16% acid / +6% physical / +8% cold / +8% lightning / +10% fire Changes resistances penetration: +10% mind Changes damage: +6% acid Equilibrium when hit: +0.04 Mindpower: +2 (+1 eff.) A suit of armour made of mail. |
enlightening voratun mail armour of implacability (5 def, 20 armour) enlightening voratun mail armour of implacability (5 def, 20 armour)Requires: - Strength 48 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +6% Changes stats: +9 Cun / +9 Wil Physical save: +14 (+3 eff.) Mental save: +25 (+6 eff.) A suit of armour made of mail. |
Armetohor the Unlightcutter (25 def, 8 armour) Armetohor the Unlightcutter (25 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Physical power: +4 (+0 eff.) Armour: +8 Defense: +25 (+5 eff.) Ranged Defense: +13 (+2 eff.) Fatigue: +8% Effects on melee hit: * 45% chance to inflict damage reduction Damage (Melee): 10 lightning Damage (Ranged): 10 lightning Changes stats: +1 Str / +2 Dex Changes resistances: +29% lightning / +29% cold Changes resistances penetration: +10% darkness Changes damage: +12% lightning / +6% mind Critical mult.: +12.00% A suit of armour made of leather. |
Eremylatharoblek the drakeskin leather armour (9 def, 8 armour) Eremylatharoblek the drakeskin leather armour (9 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +9 (+2 eff.) Ranged Defense: +4 (+0 eff.) Fatigue: +8% Changes stats: +1 Wil / +3 Mag Changes resistances: +8% arcane / +30% cold Changes damage: +3% acid Poison immunity: +10% Confusion immunity: +5% Only die when reaching: -100.00 life A suit of armour made of leather. |
Lightvortex the drakeskin leather armour (37 def, 8 armour) Lightvortex the drakeskin leather armour (37 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +37 (+7 eff.) Ranged Defense: +39 (+5 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to blind * 30% chance to inflict damage reduction Damage (Melee): 18 lightning Damage (Ranged): 19 lightning Damage when hit (Melee): 12 temporal Changes resistances: +82% lightning / +52% cold / +9% darkness / +12% light Changes resistances penetration: +5% light / +5% temporal Changes damage: +15% temporal A suit of armour made of leather. |
Medical Urgency Vest (6 def, 7 armour) Medical Urgency Vest (6 def, 7 armour)Requires: - Strength 22 Powered by steamtech 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Talent granted: +1 Medical Urgency Vest Physical save: +15 (+4 eff.) This light leather armour features a special medical injector. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+3 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+2 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 8 power out of 16/16) : Effective talent level: 4.0 Power cost: 8 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 381.64 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
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 (+1 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. |
Rootarc the drakeskin leather armour (5 def, 8 armour) Rootarc the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * 72% chance to corrode armour Damage when hit (Melee): 4 acid Changes resistances: +23% cold Changes resistances penetration: +20% nature Changes damage: +9% nature / +12% acid A suit of armour made of leather. |
Silana the drakeskin leather armour (5 def, 12 armour) Silana the drakeskin leather armour (5 def, 12 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +12 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 8 acid Changes resistances: +20% acid / +10% cold Changes damage: +6% acid / +12% mind Allows you to breathe in: water Life regen: +16.10 Healing mod.: +40% A suit of armour made of leather. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+2 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
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 (+3 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. |
Turavor the Eclipseblow (5 def, 8 armour) Turavor the Eclipseblow (5 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +28% acid / +15% cold / +18% darkness / +9% fire Changes damage: +6% acid / +6% lightning Reduces incoming crit damage: 15.00% Physical save: +20 (+5 eff.) Blindness immunity: +20% Disarm immunity: +20% Teleport immunity: +10% A suit of armour made of leather. |
aetheric drakeskin leather armour of the wind (20 def, 8 armour) aetheric drakeskin leather armour of the wind (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +17 Physical crit. chance: +10.0% Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Damage (Melee): 10 arcane Damage (Ranged): 10 arcane Stamina each turn: +1.50 Mana each turn: +0.39 Spellpower: +25 (+3 eff.) Chance to avoid any damage: +12% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 4.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. |
drakeskin leather armour 'Blazeknave' (20 def, 8 armour) drakeskin leather armour 'Blazeknave' (20 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +18 Physical crit. chance: +16.0% Physical power: +10 (+1 eff.) Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Effects on melee hit: * 40% chance to disease Changes stats: +4 Wil Changes resistances: +26% acid Changes damage: +12% lightning Critical mult.: +20.00% Spell save: +29 (+5 eff.) Mental save: +6 (+1 eff.) Stamina each turn: +1.30 Maximum vim: +40.00 Spell crit. chance: +4% Mindpower: +6 (+1 eff.) Chance to avoid any damage: +10% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 44% of your stamina. A suit of armour made of leather. |
drakeskin leather armour 'Nimbusrigor' (5 def, 8 armour) drakeskin leather armour 'Nimbusrigor' (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to corrode armour * 30% chance to disease * 30% chance to daze Damage (Melee): 10 acid Damage (Ranged): 10 acid Damage when hit (Melee): 16 lightning Changes stats: +9 Cun / +5 Wil Changes resistances: +30% acid / +30% nature / +12% mind / +26% lightning Changes resistances penetration: +15% blight Changes damage: +12% acid / +9% lightning / +6% blight Mental save: +25 (+6 eff.) A suit of armour made of leather. |
drakeskin leather armour of the hero (5 def, 8 armour) drakeskin leather armour of the hero (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes stats: +9 Str / +9 Dex / +8 Mag / +9 Wil / +9 Cun A suit of armour made of leather. |
troll-hide drakeskin leather armour of Eyal (5 def, 8 armour) troll-hide drakeskin leather armour of Eyal (5 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Life regen: +16.30 Maximum life: +100.00 Healing mod.: +52% A suit of armour made of leather. |
volcanic drakeskin leather armour of the wind (20 def, 23 armour) volcanic drakeskin leather armour of the wind (20 def, 23 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +19 Physical crit. chance: +8.0% Armour: +23 Defense: +20 (+4 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Changes resistances: +24% fire / +25% physical Stamina each turn: +1.50 Chance to avoid any damage: +10% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 4.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. |
volcanic reinforced leather armour of Eyal (4 def, 16 armour) volcanic reinforced leather armour of Eyal (4 def, 16 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+1 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 8 fire Changes resistances: +18% fire / +22% physical Life regen: +3.00 Maximum life: +49.00 Healing mod.: +15% A suit of armour made of leather. |
Delondil the voratun plate armour (9 def, 16 armour) Delondil the voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 17 physical Changes stats: +6 Str / +5 Con Changes resistances: +27% acid / +13% physical / +9% darkness / +39% fire / +12% lightning / +10% cold Talent cooldown: Rush (-5 turns) Spell save: +20 (+4 eff.) Disarm immunity: +37% Stun/Freeze immunity: +40% Knockback immunity: +40% A suit of armour made of metal plates. |
Ebonyglean (26 def, 26 armour) Ebonyglean (26 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +26 (+5 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +26% Damage when hit (Melee): 4 darkness / 18 physical Changes stats: +2 Str / +7 Wil / +15 Cun Changes resistances: +9% blight Changes damage: +6% darkness Physical save: +6 (+1 eff.) Spell save: +3 (+0 eff.) Mental save: +50 (+12 eff.) Poison immunity: +5% Disease immunity: +15% Silence immunity: +25% Pinning immunity: +20% Stun/Freeze immunity: +10% A suit of armour made of metal plates. |
Erelokan the voratun plate armour (22 def, 26 armour) Erelokan the voratun plate armour (22 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +6 (+0 eff.) Armour: +26 Defense: +22 (+4 eff.) Fatigue: +26% Damage when hit (Melee): 16 temporal Changes stats: +2 Str / +9 Wil / +15 Cun Changes damage: +3% temporal Mental save: +40 (+10 eff.) Maximum life: +90.00 A suit of armour made of metal plates. |
Nightraptor (9 def, 26 armour) Nightraptor (9 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+2 eff.) Fatigue: +17% Effects on melee hit: * 30% chance to blind * 56% chance to disease Changes stats: +6 Str / +6 Con Changes resistances: +13% acid / +15% physical / +6% blight / +40% cold / +14% lightning / +11% fire Changes resistances penetration: +15% blight / +10% arcane / +10% darkness Changes damage: +12% blight Talent cooldown: Rush (-5 turns) Physical save: +15 (+4 eff.) Disarm immunity: +40% Stun/Freeze immunity: +40% Knockback immunity: +40% A suit of armour made of metal plates. |
Obsidianstoker (9 def, 16 armour) Obsidianstoker (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 14 light / 8 nature Changes stats: +6 Wil Changes resistances: +28% blight / +42% darkness / +9% acid Changes damage: +3% acid Critical mult.: +6.00% Maximum life: +30.00 Light radius: +2 A suit of armour made of metal plates. |
Oozecrypt (9 def, 16 armour) Oozecrypt (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +4 Wil Changes resistances: +22% lightning Changes resistances penetration: +10% nature Grants telepathy: Dragon Critical mult.: +15.00% Mental save: +9 (+2 eff.) Maximum psi: +20.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +9% A suit of armour made of metal plates. |
Rotprophet (9 def, 36 armour) Rotprophet (9 def, 36 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Defense: +9 (+2 eff.) Fatigue: +16% Changes stats: +1 Wil / +2 Mag Changes resistances: +13% acid / +13% physical / +13% lightning / +13% fire / +9% nature / +43% cold Physical save: +14 (+3 eff.) Mental save: +6 (+1 eff.) Mana each turn: +0.12 Equilibrium when hit: +0.04 Mana when firing critical spell: +1.00 Maximum hate: +6.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +10 A suit of armour made of metal plates. |
Starwyrd the voratun plate armour (9 def, 26 armour) Starwyrd the voratun plate armour (9 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by arcane disrupting forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+2 eff.) Fatigue: +26% Effects on melee hit: * 45% chance to daze Damage when hit (Melee): 12 light Changes resistances: +13% acid / +11% physical / +13% lightning / +18% blight / +43% cold / +29% nature / +10% fire Changes resistances penetration: +30% light / +15% nature / +15% mind Changes damage: +15% mind Reduced damage from: +14% Unnatural A suit of armour made of metal plates. |
Xerevena (7 def, 13 armour) Xerevena (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +26% Changes stats: +6 Str / +4 Con Changes resistances: +9% nature Changes resistances penetration: +10% mind Critical mult.: +15.00% Physical save: +12 (+3 eff.) Mental save: +9 (+2 eff.) Poison immunity: +10% Maximum life: +86.00 Maximum mana: +40.00 Maximum vim: +10.00 A suit of armour made of metal plates. |
enlightening voratun plate armour of delving (9 def, 16 armour) enlightening voratun plate armour of delving (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +10 Str / +8 Wil / +8 Cun Changes resistances: +20% darkness / +15% physical Mental save: +25 (+6 eff.) Light radius: +2 It can be used to activate talent Track, 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: Sense foes around you in a radius of 44 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
enlightening voratun plate armour of delving (9 def, 16 armour) enlightening voratun plate armour of delving (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +9 Str / +9 Cun / +9 Wil Changes resistances: +20% darkness / +14% physical Mental save: +25 (+6 eff.) Light radius: +2 It can be used to activate talent Track, 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: Sense foes around you in a radius of 44 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
fearforged voratun plate armour of command (24 def, 26 armour) fearforged voratun plate armour of command (24 def, 26 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +24 (+4 eff.) Fatigue: +40% Changes stats: +6 Cun / +10 Con Changes resistances: +15% fire / -20% light / +15% darkness Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +35 (+9 eff.) A suit of armour made of metal plates. |
voratun plate armour 'Anasarand' (9 def, 16 armour) voratun plate armour 'Anasarand' (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by arcane disrupting forces Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 4 mind Changes stats: +7 Cun / +8 Wil Changes resistances: +17% blight / +8% mind / +16% nature Mental save: +34 (+8 eff.) Disarm immunity: +5% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% A suit of armour made of metal plates. |
Burnpower the voratun shield (12 def, 15 armour, 307 block) Burnpower the voratun shield (12 def, 15 armour, 307 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +15 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 17% chance to daze Damage when hit (Melee): 16 fire Changes stats: +6 Dex / +3 Wil / +3 Cun / +7 Con Changes resistances: +20% lightning Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Changes damage: +9% acid / +24% fire Grants telepathy: Demon/Minor Demon/Major Talents granted: +1 Ward +5 Block Critical mult.: +10.00% Physical save: +14 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +10 Handheld deflection devices. |
Coral Spray (8 def, 8 armour, 48 block) Coral Spray (8 def, 8 armour, 48 block)Requires: - Strength 16 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+1 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. |
Infernotouch the voratun shield (12 def, 3 armour, 191.5 block) Infernotouch the voratun shield (12 def, 3 armour, 191.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes resistances: +39% lightning / +9% temporal Changes resistances penetration: +15% mind Changes damage: +9% fire Talent granted: +5 Block Spell save: +6 (+1 eff.) Poison immunity: +30% Disarm immunity: +20% Pinning immunity: +20% Handheld deflection devices. |
Ivosema (12 def, 3 armour, 205.5 block) Ivosema (12 def, 3 armour, 205.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes stats: +1 Cun / +3 Mag Changes resistances: +9% darkness / +18% mind / +15% light Changes resistances penetration: +10% acid Talent granted: +5 Block Reduces incoming crit damage: 15.00% Light radius: +2 Infravision radius: +3 Handheld deflection devices. |
Piercing Gaze (5 def, 25 armour, 180 block) Piercing Gaze (5 def, 25 armour, 180 block)Requires: - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Porira (14 def, 3 armour, 197 block) Porira (14 def, 3 armour, 197 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +14 (+3 eff.) Ranged Defense: +14 (+2 eff.) Fatigue: +14% Damage (Melee): 10 cold Damage when hit (Melee): 20 ice Changes resistances: +9% blight / +5% arcane Changes damage: +12% arcane / +9% blight Talent granted: +5 Block Blindness immunity: +15% Spellpower on spell critical (stacks up to 3 times): +2 Handheld deflection devices. |
Zenarizor (12 def, 3 armour, 205 block) Zenarizor (12 def, 3 armour, 205 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes stats: +3 Con Changes resistances: +18% acid / +20% physical Changes damage: +9% physical Talent granted: +5 Block Maximum encumbrance: +30 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Handheld deflection devices. |
cosmic stralite shield of radiance (10 def, 2 armour, 135.5 block) cosmic stralite shield of radiance (10 def, 2 armour, 135.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+2 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +14% Effects when hit in melee: * 26% chance to blind Changes stats: +5 Mag / +7 Con Changes resistances: +31% light / +13% darkness Talent granted: +4 Block Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
voratun shield 'Gorevile' (12 def, 3 armour, 217 block) voratun shield 'Gorevile' (12 def, 3 armour, 217 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 nature Changes stats: +2 Str / +4 Wil / +2 Cun Talent granted: +5 Block Handheld deflection devices. |
voratun shield 'Hanuromithad' (12 def, 3 armour, 197 block) voratun shield 'Hanuromithad' (12 def, 3 armour, 197 block)Requires: - Strength 48 - Talent Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 37% chance to blind Changes stats: +10 Mag / +8 Con Changes resistances: +5% arcane / +30% cold / +34% light / +14% darkness Changes damage: +9% arcane Grants telepathy: Dragon Talent granted: +5 Block Vim when firing critical spell: +1.00 See invisible: +6 Damage Shield penetration: +20% Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
Shadesun the quiver of dragonbone arrows (21/21, 176% power, 30 apr) Shadesun the quiver of dragonbone arrows (21/21, 176% power, 30 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 176% Range: 1.4x Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +22.0% Capacity: 21 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to inflict damage reduction * 20% chance to disease Travel speed: +300% Damage (Ranged): +12 physical / +9 blight / +20 cold / +8 arcane Burst (radius 1) on hit: +4 darkness / +8 fire When wielded/worn: Ammo reloads per turn: +7 Arrows are used with bows to pierce your foes to death. |
plaguebringer's quiver of dragonbone arrows of warping (20/20, 167% power, 18 apr) plaguebringer's quiver of dragonbone arrows of warping (20/20, 167% power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 167% Range: 1.4x Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 20 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease * 10% chance to stun, blind, pin, or confuse the target Damage (Ranged): +18 blight / +20 temporal / +20 physical Arrows are used with bows to pierce your foes to death. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1466 alchemist agate 1466 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 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 sapphire 11 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Eclipsewedge (dig speed 15 turns) Eclipsewedge (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +2 Str Changes resistances: +8% fire / +8% darkness / +3% light Changes damage: +9% light / +12% darkness When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Shockpain the voratun pickaxe (dig speed 19 turns) Shockpain the voratun pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze Damage when hit (Melee): 4 lightning Changes stats: +4 Cun / +3 Str Changes resistances: +6% lightning / +9% fire Infravision radius: +5 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
strange black disk (1) strange black disk (1)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (2) strange black disk (2)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
strange black disk (3) strange black disk (3)0.00 Encumbrance. [Unique] Type: lore / disk A strange black disk found in the G.E.M. You have no idea how to use it. |
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 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 turquoise 9 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cloudmoon CloudmoonCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +2 Cun Changes resistances: +3% physical / +12% nature / +6% fire Changes resistances penetration: +10% lightning Changes damage: +9% lightning Mental save: +36 (+9 eff.) Light radius: +9 Infravision radius: +3 See invisible: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Dreleg the Kilnsever Dreleg the KilnseverPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical power: +4 (+0 eff.) Damage when hit (Melee): 38 fire Changes stats: +2 Str / +1 Wil Changes resistances: +10% fire Changes resistances penetration: +20% mind Changes damage: +6% mind / +6% temporal Critical mult.: +18.00% Physical save: +10 (+2 eff.) Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 48 power out of 150/150) : Effective talent level: 4.0 Power cost: 48 out of 150/150. 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 6, doing 80.65 cold damage and 92.75 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 11 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. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Elenerim the Stormbrand Elenerim the StormbrandInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +9 Wil Changes resistances: +9% lightning Changes resistances penetration: +15% blight Changes damage: +15% mind / +3% blight Spellpower on spell critical (stacks up to 3 times): +2 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Skytooth the alchemist's lamp Skytooth the alchemist's lampPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 12 lightning / 12 fire / 12 blight Changes resistances: +3% lightning / +8% darkness / +6% blight / +7% fire / +8% light Changes damage: +12% lightning / +9% light / +10% darkness Damage affinity(heal): +5% light / +5% darkness Light radius: +5 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 580.18 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern of clarity brass lantern of clarityInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+1 eff.) Light radius: +2 See stealth: +7 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright alchemist's lamp of clarity bright alchemist's lamp of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Mental save: +8 (+2 eff.) Light radius: +6 See stealth: +9 See invisible: +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright dwarven lantern of illusion bright dwarven lantern of illusionCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +13 (+2 eff.) Physical save: +20 (+5 eff.) Spell save: +16 (+3 eff.) Mental save: +20 (+5 eff.) Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dreamer's dwarven lantern of clarity dreamer's dwarven lantern of clarityInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Mental save: +21 (+5 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +11% Light radius: +4 See stealth: +23 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern of the zealot dwarven lantern of the zealotInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +3% all Spell save: +15 (+3 eff.) Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 5.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
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. |
Ureslak's Focus Ureslak's FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 4 When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+2 eff.) When used to imbue an object: Physical power: +12 (+1 eff.) Changes stats: +6 Mag / +6 Con Changes damage: +6% lightning / +6% physical / +18% darkness / +6% fire / +6% cold / +6% acid Spellpower: +12 (+2 eff.) Talent on hit(spell): Necrotic Breath (12% chance level 2). This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Runed Skull Runed SkullPowered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Dull red runes are etched all over this blackened skull. |
14 bloodstone 14 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 fire opal 15 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 943.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 15 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Cobraclash the pouch of voratun shots (23/23, 166% power, 6 apr) Cobraclash the pouch of voratun shots (23/23, 166% power, 6 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 167% Range: 1.2x Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +19.0% Capacity: 23 On weapon hit: * 77% chance to gain 10% of a turn * Slows global speed by 20% * 20% chance to torment the target On weapon crit: * cripple the target Damage (Ranged): +60 insidious poison / +20 darkness / +20 nature / +13 mind / +8 arcane Burst (radius 1) on hit: +12 lightning / +4 temporal / +16 arcane / +16 nature Shots are used with slings to pummel your foes to death. |
Kilnfoe the pouch of voratun shots (22/22, 177% power, 21 apr) Kilnfoe the pouch of voratun shots (22/22, 177% power, 21 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 178% Range: 1.2x Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +21 Physical crit. chance: +16.0% Capacity: 22 Turns elapse between self-loadings: 3 On weapon hit: * 40% chance to cause random gloom Travel speed: +400% Damage (Ranged): +30 darkness Burst (radius 1) on hit: +16 fire Damage against: +20% Living When wielded/worn: Ammo reloads per turn: +6 Shots are used with slings to pummel your foes to death. |
Scattermind (20/20, 115% power, 7 apr) Scattermind (20/20, 115% power, 7 apr)Requires: - Dexterity 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 3 Power: 115% Range: 1.2x Uses stats: 30% Wil, 60% Dex, 50% Mag, 60% Cun Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +3.0% Capacity: 20 On weapon crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
barbed pouch of iron shots of accuracy (18/18, 107% power, 1 apr) barbed pouch of iron shots of accuracy (18/18, 107% power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 107% Range: 1.2x Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 18 On weapon crit: * wounds the target Damage (Ranged): +6 bleed Shots are used with slings to pummel your foes to death. |
Islymira the dwarven-steel torque of psychoportation [power 42] (18 cooldown) Islymira the dwarven-steel torque of psychoportation [power 42] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +1 Wil / +5 Cun / +2 Con Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence It can be used to teleport randomly (rad 42), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 11 power out of 35/35) : Effective talent level: 3.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 178 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
overpowered voratun torque of clear mind [power 6] (10 cooldown) overpowered voratun torque of clear mind [power 6] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to absorb and nullify at most 6 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
quiet voratun torque of mindblast [power 365] (4 cooldown) quiet voratun torque of mindblast [power 365] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Talent cooldown: Silence (+5 turn) Talent granted: +4 Silence It can be used to fire a blast of psionic energies in a range 10 beam dealing 182.50 to 365.00 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of thermal psionic shield [power 47] (12 cooldown) steel torque of thermal psionic shield [power 47] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
telekinetic stralite torque of clear mind [power 4] (6 cooldown) telekinetic stralite torque of clear mind [power 4] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +5 Telekinetic Blast It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
telekinetic stralite torque of clear mind [power 4] (6 cooldown) telekinetic stralite torque of clear mind [power 4] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +4 Telekinetic Blast It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of clear mind 'Jetbraid' [power 5] (6 cooldown) voratun torque of clear mind 'Jetbraid' [power 5] (6 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes damage: +9% darkness / +9% arcane Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Silence (+10 turn) Talent granted: +10 Silence Spell save: +12 (+2 eff.) Mana when firing critical spell: +2.00 Maximum mana: +100.00 Maximum vim: +40.00 Spellpower: +10 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
warded stralite torque of psychoportation [power 53] (18 cooldown) warded stralite torque of psychoportation [power 53] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Maximum wards: +3 physical / +5 mind / +3 darkness Talent granted: +1 Ward It can be used to teleport randomly (rad 53), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Vorutha the dragonbone totem of thorny skin [power 55] (8 cooldown) Vorutha the dragonbone totem of thorny skin [power 55] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +4 Str / +2 Mag Reduces incoming crit damage: 10.00% Physical save: +30 (+7 eff.) Mental save: +9 (+2 eff.) Poison immunity: +15% Disease immunity: +10% Cut immunity: +15% Silence immunity: +25% Disarm immunity: +25% It can be used to harden the skin for 7 turns increasing armour by 55 and armour hardiness by 70%, putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of healing 'Shinehash' [power 230] (12 cooldown) dragonbone totem of healing 'Shinehash' [power 230] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light / 16 lightning Changes stats: +4 Mag Changes resistances: +6% lightning / +12% light / +3% darkness Changes damage: +6% darkness Reduces incoming crit damage: 15.00% See invisible: +9 It can be used to heal a target within range 10 (based on Willpower) for 230, putting all charms on cooldown for 12 turns. When used: 100% chance to regenerate 12 stamina. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of thorny skin 'Kindledash' [power 85] (12 cooldown) dragonbone totem of thorny skin 'Kindledash' [power 85] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane / 4 fire Changes resistances: +3% mind / +12% temporal Changes resistances penetration: +5% temporal / +5% arcane / +20% mind Changes damage: +6% fire / +18% mind / +3% temporal Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle It can be used to harden the skin for 7 turns increasing armour by 85 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
rushing dragonbone totem of thorny skin [power 63] (12 cooldown) rushing dragonbone totem of thorny skin [power 63] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Talent granted: +4 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 63 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged dragonbone totem of thorny skin [power 124] (18 cooldown) supercharged dragonbone totem of thorny skin [power 124] (18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to harden the skin for 7 turns increasing armour by 124 and armour hardiness by 70%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Fulirath the Cleanseradiance [power 365] (4 cooldown) Fulirath the Cleanseradiance [power 365] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% nature Changes resistances penetration: +20% nature / +10% mind Changes damage: +3% light / +9% mind Talent cooldown: Void Blast (+6 turn) Talents granted: +5 Void Blast +5 Volcano Mental save: +12 (+3 eff.) Psi when hit: +0.08 Maximum psi: +30.00 Mindpower: +4 (+1 eff.) Light radius: +3 It can be used to creates a wall of flames lasting 4 turns (dealing 453 fire damage overall), putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 11 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Gluyanor the Furnacepain [power 16] (4 cooldown) Gluyanor the Furnacepain [power 16] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour: +2 Changes stats: +2 Str / +2 Wil Changes resistances: +11% arcane / +3% acid Changes damage: +15% arcane / +6% fire Critical mult.: +12.00% Reduces incoming crit damage: 15.00% Physical save: +9 (+2 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +10% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +20.00 It can be used to reveal the area around you, dispelling darkness (radius 16, power 109 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ulfudas the yew wand of firewall [power 165] (4 cooldown) Ulfudas the yew wand of firewall [power 165] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Talent granted: +3 Strike Reduces incoming crit damage: 15.00% Physical save: +20 (+5 eff.) Cut immunity: +5% Only die when reaching: -40.00 life It can be used to creates a wall of flames lasting 4 turns (dealing 205 fire damage overall), putting all charms on cooldown for 4 turns. When used: 200% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
arcane elm wand of clairvoyance [power 9] (4 cooldown) arcane elm wand of clairvoyance [power 9] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to reveal the area around you, dispelling darkness (radius 9, power 102 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
volcanic dragonbone wand of firewall [power 365] (4 cooldown) volcanic dragonbone wand of firewall [power 365] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Talent granted: +5 Volcano It can be used to creates a wall of flames lasting 4 turns (dealing 453 fire damage overall), putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
16 diamond 16 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 moonstone 18 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 pearl 12 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 amber 6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: Embers of Rage!
You have thwarted the Steam Giants' genocidal plans, and avenged those killed in the attack on Kruk Pride. Their desperate pact with the High Priest did nothing to stop you; the priest and his god lay dead at your feet, and you have ensured they will stay dead for the foreseeable future.
The humans, elves, and halflings will not be able to hurt your people again. By destroying the farportal and denying King Tolak's army its glorious battle, you have ensured the safety of your people from the Allied Kingdoms, and by storming the Gates of Morning you have eliminated the last bearers of the West's hateful aggression in Var'Eyal.
For now, peace reigns. You know that this will not last forever. You may have repelled its vanguard, but the Kar'Haïb Dominion bides its time waiting for a weakness it can exploit; the smugglers' portals from Maj'Eyal remain undiscovered, and while neither you nor King Tolak has any remaining desire to take the other's continent, the fear of invasion will linger in the backs of your minds. The messages of the Lost City give you cause to remain ever vigilant for the threats they warned of, including their authors, and you wonder what your people will do now that their struggle to escape eradication, one that has defined them for their entire recorded history, has ceased to be a concern.
Regardless... You just killed a god and gave your people the first chance to relax in thousands of years. It's been a pretty good day.
You may continue playing and enjoy the rest of the world. Your soldiers may want to speak with you outside...
Achievements
By Feris the Whitehoof Adventurer level 72
5th Dearth 125th year of Ascendancy at 09:39 see stats
By Feris the Whitehoof Adventurer level 11
9th Revenge 124th year of Ascendancy at 16:12 see stats
By Feris the Whitehoof Adventurer level 67
4th Dearth 125th year of Ascendancy at 07:28 see stats
By Feris the Whitehoof Adventurer level 50
48th Retaking 125th year of Ascendancy at 23:57 see stats
By Feris the Whitehoof Adventurer level 50
21st Retaking 125th year of Ascendancy at 22:08 see stats
By Feris the Whitehoof Adventurer level 33
29th Destruction 124th year of Ascendancy at 14:20 see stats
By Feris the Whitehoof Adventurer level 35
10th Remembrance 125th year of Ascendancy at 12:31 see stats
By Feris the Whitehoof Adventurer level 22
29th Pain 124th year of Ascendancy at 01:30 see stats
By Feris the Whitehoof Adventurer level 50
38th Pain 125th year of Ascendancy at 18:11 see stats
By Feris the Whitehoof Adventurer level 75
5th Dearth 125th year of Ascendancy at 18:08 see stats
By Feris the Whitehoof Adventurer level 105
9th Dearth 125th year of Ascendancy at 22:15 see stats
By Feris the Whitehoof Adventurer level 96
8th Dearth 125th year of Ascendancy at 14:41 see stats
By Feris the Whitehoof Adventurer level 10
39th Retaking 124th year of Ascendancy at 19:40 see stats
By Feris the Whitehoof Adventurer level 20
1st Pain 124th year of Ascendancy at 23:24 see stats
By Feris the Whitehoof Adventurer level 30
36th Loss 124th year of Ascendancy at 02:03 see stats
By Feris the Whitehoof Adventurer level 40
13rd Remembrance 125th year of Ascendancy at 23:42 see stats
By Feris the Whitehoof Adventurer level 50
11st Retaking 125th year of Ascendancy at 22:20 see stats
By Feris the Whitehoof Adventurer level 49
19th Remembrance 125th year of Ascendancy at 11:50 see stats
By Feris the Whitehoof Adventurer level 49
19th Remembrance 125th year of Ascendancy at 11:50 see stats
By Feris the Whitehoof Adventurer level 65
4th Dearth 125th year of Ascendancy at 03:03 see stats
By Feris the Whitehoof Adventurer level 50
18th Retaking 125th year of Ascendancy at 00:33 see stats
By Feris the Whitehoof Adventurer level 50
36th Pain 125th year of Ascendancy at 08:40 see stats
By Feris the Whitehoof Adventurer level 28
30th Loss 124th year of Ascendancy at 23:41 see stats
By Feris the Whitehoof Adventurer level 50
38th Pain 125th year of Ascendancy at 03:15 see stats
By Feris the Whitehoof Adventurer level 50
22nd Retaking 125th year of Ascendancy at 04:36 see stats
By Feris the Whitehoof Adventurer level 57
3rd Dearth 125th year of Ascendancy at 05:27 see stats
By Feris the Whitehoof Adventurer level 20
1st Pain 124th year of Ascendancy at 23:24 see stats
By Feris the Whitehoof Adventurer level 10
39th Retaking 124th year of Ascendancy at 19:40 see stats
Log
Feris deactivates Lacerating Strikes.
Feris deactivates Arcane Shield.
Feris deactivates Precision.
Feris deactivates Roll With It.
Feris deactivates Shadow Combat.
Feris deactivates Surge.
Feris deactivates Arcane Combat.
Feris deactivates Hymn of Perseverance.
Feris deactivates Shattered Mind.
Feris deactivates Searing Sight.
Feris deactivates Gloom.
Feris deactivates Weapon of Wrath.
Feris deactivates Hardened Core.
Feris deactivates Abyssal Shield.
Feris deactivates Thunderstorm.
The furious lightning storm around Feris calms down and disappears.
Feris deactivates Daunting Presence.
Feris deactivates Shielding.
Feris deactivates Second Life.
Feris deactivates Arcane Feed.
Feris deactivates Chant of Resistance.
Feris deactivates Keen Senses.
Feris deactivates Tale of Destruction.
Feris deactivates Overkill.
Feris deactivates Blood Vengeance.
Feris deactivates Flame of Urh'Rok.
Feris deactivates Exploit Weakness.
Feris deactivates Bleak Outcome.
Feris deactivates Thermal Shield.
Feris deactivates Stalk.