Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
| Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Inferno Race Pack 1.4.0Adds a collection of my races. 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:
astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.4.8Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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:
ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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
Gladiator 1.4.8Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Prowler Class 1.4.8Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Midnight 1.4.8Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Items Vault 1.4.8Donators/Buyers bonus! Playable Mummy Race 1.4.8Adds Mummies as a new type of undead that cripple their enemies and overcome any obstacle. Embalming increases Strength and Willpower Mummies begin in their own starter zone, a low-level dungeon reminiscent of both the Blighted Scar and the Elven Ruins. Mummies are initially locked, and unlock by defeating the Mummy Lord Odyssey of The Summoner 1.4.8This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
Details: Expanded Details: Verdant Class Pack 1.4.8Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Doomelf |
| Class | Alchemist |
| Level / Exp | 50 / 174% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 134 (base 60) |
| Dexterity | 105 (base 60) |
| Constitution | 91 (base 60) |
| Magic | 169 (base 60) |
| Willpower | 117 (base 60) |
| Cunning | 120 (base 60) |
Resources
| Life | 21348/21348 |
| Mana | 961/961 |
| Negative | 727/727 |
| Vim | 796/796 |
| Healing Factor | 1 |
| Regeneration | 46.370437001958 |
Speed
| Mental | +91.15% |
| Attack | +91.15% |
| Movement | +420.25624682399% |
| Spell | +91.15% |
| Global | +146.84% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 9 |
| See Stealth | 37.648887434392 |
| See Invisible | 87.502803115742 |
Offense: Mainhand
| Damage | 576 |
| Accuracy | 78 |
| Crit Chance | 194% |
| APR | 60 |
| Speed | 0.52 |
Offense: Spell
| Spellpower | 169 |
| Crit Chance | 100% |
| Speed | 0.52314935914203 |
Offense: Mind
| Mindpower | 157 |
| Crit Chance | 100% |
| Speed | 0.52314935914203 |
Offense: Damage Bonus
| All | +7% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 191.10780470192 (30%) |
| Defense | 91 |
| Ranged Defense | 91 |
| Fatigue | 0 |
| Physical Save | 80 |
| Spell Save | 89 |
| Mental Save | 60 |
Defense: Resistances
| All | + 22%( 70%) |
Defense: Immunities
| Pinning Resistance | 44% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
| Disarm Resistance | 28% |
| Stun Resistance | 90% |
| Poison Resistance | 50% |
| Knockback Resistance | 34% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1061% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 634 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (52% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 15 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.0 steam per turn. Can be activated for an instant burst of 80 steam. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 17.6 steam per turn. Can be activated for an instant burst of 88 steam. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Fire alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Golemancy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Energy alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Metal alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Explosive admixtures | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Poison alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Acid alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Frost alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Advanced-golemancy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Night | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff magic | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Mana alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Physics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Herbalism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Doomelf | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Disciple of Dusk |
| talent | Arcane Harmony |
| talent | Keen Senses |
| talent | Staff Warding |
| talent | Mutation |
| talent | Range Amplification Device |
| talent | Chant of Resistance |
| talent | Poison Infusion |
| talent | Ice Core |
| talent | Defensive Posture |
| talent | Living Lightning |
| talent | Premonition |
| talent | Body of Fire |
| detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you gained talent category Celestial / Night (at mastery 0.80). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest) | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 453. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, you included. The Brotherhood of AlchemistsYou need to collect some ingredients to make the elixir of mastery, which can be used to grant you four additional stat points. This is what you need: * You've found the needed vial of fire wyrm saliva. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed bloated horror heart. You need to collect some ingredients to make the elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. This is what you need: * You've found the needed ritch stinger. * You've found the needed giant spider spinneret. * You've found the needed orc heart. You need to collect some ingredients to make the elixir of brawn, which can be used to permanently increase your strength and constitution by three. This is what you need: * You've found the needed skeleton mage skull. * You've found the needed snow giant kidney. * You've found the needed pouch of luminous horror dust. You need to collect some ingredients to make the elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. This is what you need: * You've found the needed red crystal shard. * You've found the needed minotaur nose. * You've found the needed pouch of faeros ash. You need to collect some ingredients to make the elixir of the savior, which can be used to permanently increase all your saving throws by 4. This is what you need: * You've found the needed pouch of bone giant dust. * You've found the needed naga tongue. * You've found the needed wretchling eyeball. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+0 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 14 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| Quiver | 149 alchemist citrine 149 alchemist citrine0.00 Encumbrance. Type: alchemist-gem / yellow ; tier 1 When used as an alchemist bomb: Bomb thrown range +1 When used in a prism: Prism beam range +1 Gems can be sold for money or used in arcane rituals. |
| Light source | ethereal dwarven lantern of illusion ethereal dwarven lantern of illusionPowered by arcane forces Infused by psionic forces 0.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Defense: +9 (+2 eff.) Changes stats: +6 Mag Physical save: +16 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +16 (+4 eff.) Spellpower: +8 (+0 eff.) Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | eldritch cashmere wizard hat (2 def, 0 armour) eldritch cashmere wizard hat (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Mana each turn: +0.90 Mana when hit: +1.00 Maximum mana: +63.00 Spellpower: +6 (+0 eff.) It can be used to activate talent Manaflow, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 30 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Talent mastery: +0.20 Spell / Void Spellpower: +10 (+1 eff.) It can be used to release a burst of void energy, costing 12 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
| On fingers | pixie's voratun ring of tenacity pixie's voratun ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Cun / +5 Mag Disarm immunity: +28% Pinning immunity: +44% Knockback immunity: +34% Maximum life: +38.00 Spellpower: +10 (+1 eff.) Rings can have magical properties. |
| On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| Around waist | hardened leather belt of magery hardened leather belt of magery Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Str / +5 Dex / +9 Mag / +9 Wil / +5 Cun / +5 Con Spell crit. chance: +5% A belt that goes around your waist. |
| In main hand | Awakened Staff of Absorption (172% power, 60 apr, fire element) Awakened Staff of Absorption (172% power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stats: 180% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+5 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 116 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
| On hands | heroic hardened leather gloves of magic (+4) (0 def, 6 armour) heroic hardened leather gloves of magic (+4) (0 def, 6 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Changes stats: +4 Mag Changes damage: +5% arcane Mental save: +8 (+2 eff.) Maximum life: +52.00 When used to modify unarmed attacks: Power: 122% Range: 1.1x Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). Damage (Melee): +6 arcane Burst (radius 2) on crit: +7 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +15 Str / +15 Dex / +25 Mag / +23 Wil / +21 Cun / +15 Con Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+2 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
| Cloak | spellcowled elven-silk cloak of Eldoral (3 def, 0 armour) spellcowled elven-silk cloak of Eldoral (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +2 Dex / +3 Mag / +3 Wil / +3 Cun Spell save: +9 (+2 eff.) Maximum mana: +75.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starseer's stralite amulet of soulsearing starseer's stralite amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Changes damage: +7% temporal / +6% darkness / +8% blight / +10% fire / +6% light / +6% physical Critical mult.: +14.00% Spellpower: +18 (+2 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
Inventory
medical injector implant of the duelist (efficiency 279% / cooldown 72%) medical injector implant of the duelist (efficiency 279% / cooldown 72%)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 279% efficiency and cooldown mod of 72%. 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 sneak (efficiency 260% / cooldown 80%) medical injector implant of the sneak (efficiency 260% / cooldown 80%)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 260% efficiency and cooldown mod of 80%. 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.. |
medical injector implant of the sneak (efficiency 318% / cooldown 64%) medical injector implant of the sneak (efficiency 318% / cooldown 64%)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 318% efficiency and cooldown mod of 64%. 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.. |
medical injector implant of the wizard (efficiency 385% / cooldown 72%) medical injector implant of the wizard (efficiency 385% / cooldown 72%)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 385% efficiency and cooldown mod of 72%. Its effects scale with your Magic 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 16) steam generator implant of the psychic (steam 16)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 15.6 steam per turn. Can be activated for an instant burst of 78 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.. Press to compare to your current inscriptions |
steam generator implant of the psychic (steam 21) steam generator implant of the psychic (steam 21)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 21.4 steam per turn. Can be activated for an instant burst of 107 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.. Press to compare to your current inscriptions |
steam generator implant of the titan (steam 17) steam generator implant of the titan (steam 17)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: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 16.9 steam per turn. Can be activated for an instant burst of 84 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.. Press to compare to your current inscriptions |
steam generator implant of the wizard (steam 23) steam generator implant of the wizard (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: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 23.2 steam per turn. Can be activated for an instant burst of 116 steam. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
healing infusion of the duelist (heal 410) healing infusion of the duelist (heal 410)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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 410 and cleanse 1 wound and poison effect. 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. Press to compare to your current inscriptions |
healing infusion of the sneak (heal 471) healing infusion of the sneak (heal 471)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: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 471 and cleanse 1 wound and poison effect. 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. Press to compare to your current inscriptions |
regeneration infusion of the psychic (heal 795 over 8 turns) regeneration infusion of the psychic (heal 795 over 8 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 795 life over 8 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 warrior (heal 984 over 8 turns) regeneration infusion of the warrior (heal 984 over 8 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 984 life over 8 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. |
sun infusion of the sneak (rad 7; power 87; turns 3; dispells darkness) sun infusion of the sneak (rad 7; power 87; turns 3; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 44). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 87) for 3 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. |
sun infusion of the sneak (rad 5; power 87; turns 4; dispells darkness) sun infusion of the sneak (rad 5; power 87; turns 4; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 44). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 87) for 4 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. |
sun infusion of the wizard (rad 10; power 104; turns 5; dispells darkness) sun infusion of the wizard (rad 10; power 104; turns 5; dispells darkness)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 10 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 52). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 104) for 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 35%; cure physical) wild infusion of the psychic (resist 35%; 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: 15 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 35% for 11 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 28%; cure magical) wild infusion of the psychic (resist 28%; 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: 13 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 28% 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. |
wild infusion of the sneak (resist 33%; cure magical) wild infusion of the sneak (resist 33%; 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: 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 magical effect and reduce all damage taken by 33% for 9 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (resist 39%; cure magical, mental) wild infusion of the warrior (resist 39%; cure magical, mental)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 or mental effect and reduce all damage taken by 39% for 8 turns. Also removes cross-tier effects of the affected types for free. 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. |
insidious poison infusion of the warrior (103 nature damage, 40% healing reduction) insidious poison infusion of the warrior (103 nature damage, 40% healing reduction)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: 4 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 102.58 nature damage per turn for 7 turns, and reducing the target's healing received by 40%. The sudden stream of natural forces also strips you of one random detrimental magical effect. 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 of the warrior (1102% speed; 12 turns) movement infusion of the warrior (1102% speed; 12 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1102% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 12 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. Press to compare to your current inscriptions |
movement infusion of the wizard (1111% speed; 6 turns) movement infusion of the wizard (1111% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 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 increase movement speed by 1111% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
vine lasso infusion of the psychic (4 turns, 126 physical damage) vine lasso infusion of the psychic (4 turns, 126 physical damage)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: 3 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Grab a target and drag it to your side, holding it down and strangling it for 4 turns. The grab will also deal 126.39 physical damage per turn. 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. |
vine lasso infusion of the titan (5 turns, 102 physical damage) vine lasso infusion of the titan (5 turns, 102 physical damage)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: 5 Cooldown: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Grab a target and drag it to your side, holding it down and strangling it for 5 turns. The grab will also deal 102.07 physical damage per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
vine lasso infusion of the warrior (4 turns, 154 physical damage) vine lasso infusion of the warrior (4 turns, 154 physical damage)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: 4 Cooldown: 25 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Grab a target and drag it to your side, holding it down and strangling it for 4 turns. The grab will also deal 154.37 physical damage per turn. 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. |
Primal Infusion (affinity 24%; cure magical, physical, mental) Primal Infusion (affinity 24%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 24% (scales with Constitution) for 9 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
phase door rune of the titan (range 19; power 58; dur 9) phase door rune of the titan (range 19; power 58; dur 9)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 (52% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 19. Afterwards you stay out of phase for 9 turns. In this state all new negative status effects duration is reduced by 58%, your defense is increased by 58 and all your resistances by 58%. 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. |
biting gale rune of the psychic (536 cold damage; 86 apply power) biting gale rune of the psychic (536 cold damage; 86 apply power)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 536.44 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns with an apply power of 86. The deep cold also crystalizes your mind, removing one random detrimental mental 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 sneak (1182 fire damage) heat beam rune of the sneak (1182 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: 10 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 1182.11 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 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. |
shielding rune of the duelist (absorb 523 for 8 turns) shielding rune of the duelist (absorb 523 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: 23 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 523 damage for 8 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 814 for 8 turns) shielding rune of the duelist (absorb 814 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: 19 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 814 damage for 8 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune of the duelist (range 261) teleportation rune of the duelist (range 261)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (52% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 261 with a minimum range of 15. 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. |
Rune of Reflection (absorb and reflect 1369 for 8 turns) Rune of Reflection (absorb and reflect 1369 for 8 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 1369 damage for 8 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (618.00 temporal damage, removed from time 4 turns) Rune of the Rift (618.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (52% of a turn) Is: a spell Description: Inflicts 778.68 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the psychic (power 26 for 14 turns) invisibility rune of the psychic (power 26 for 14 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: 14 Travel Speed: instantaneous Usage Speed: Spell (52% of a turn) Is: a spell Description: Activate the rune to become invisible (power 26) for 14 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the psychic (range 16) controlled phase door rune of the psychic (range 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (52% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 16. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Voltaic Pendant Voltaic PendantPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Ranged): 10 lightning Stun/Freeze immunity: +10% It can be used to activate talent Chain Lightning (costing 18 power out of 50/50) : Effective talent level: 1.0 Power cost: 18 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 172.08 to 516.25 damage and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Limmir's Amulet of the Moon Limmir's Amulet of the Moon0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +5 Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +5% all Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Amulets can have magical properties. |
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 488 strength, based on Magic) for 5 turns, costing 14 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Obsidianreaper ObsidianreaperInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +1 Str / +2 Cun / +2 Con Changes resistances: +18% light / +16% darkness Grants telepathy: Demon/Minor Demon/Major Talent mastery: +0.28 Spell / Golemancy Blindness immunity: +27% Life regen: +2.40 Light radius: +2 Amulets can have magical properties. |
clarifying voratun amulet of magic (+7) clarifying voratun amulet of magic (+7)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +7 Mag Changes resistances: +21% mind Confusion immunity: +36% Amulets can have magical properties. |
serendipitous voratun amulet of mastery (0.36 Spell / Staff combat) serendipitous voratun amulet of mastery (0.36 Spell / Staff combat)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Defense: +13 (+3 eff.) Changes stats: +20 Lck Talent mastery: +0.36 Spell / Staff combat Reduce all damage from unseen attackers: 14% Amulets can have magical properties. |
serendipitous voratun amulet of vision serendipitous voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +20 (+4 eff.) Changes stats: +17 Lck Blindness immunity: +26% Infravision radius: +7 Sight radius: +2 See invisible: +7 Reduce all damage from unseen attackers: 18% Amulets can have magical properties. |
wanderer's voratun amulet of soulsearing wanderer's voratun amulet of soulsearingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +7 Dex / +6 Cun / +6 Con Changes damage: +10% blight / +8% fire Critical mult.: +13.00% Life regen: +0.90 Stamina each turn: +0.70 Spellpower: +13 (+1 eff.) Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
steel ring steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
gold ring gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
conjurer's voratun ring of pilfering conjurer's voratun ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +13 Defense: +11 (+2 eff.) Changes stats: +6 Mag / +7 Wil Spellpower: +11 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
conjurer's voratun ring of speed conjurer's voratun ring of speedPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +14 (+3 eff.) Changes stats: +7 Mag / +7 Wil Spellpower: +6 (+0 eff.) Movement speed: +21% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 24 cooldown : Effective talent level: 4.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
pixie's voratun ring pixie's voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +5 Mag Spellpower: +9 (+1 eff.) Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
Battlestaff (136% power, 10 apr, physical element) Battlestaff (136% power, 10 apr, physical element)Requires: - Strength 32 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 30% Wil, 100% Mag, 50% Str Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +10 (+2 eff.) Talent masteries: +0.20 Technique / Staff combat +0.10 Spell / Staff combat Strong but light wood, shod with steel and perfectly balanced. |
Bolbum's Big Knocker (176% power, 10 apr, physical element) Bolbum's Big Knocker (176% power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 176% Range: 1.2x Uses stats: 190% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+1 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 6 power out of 20/20) : Effective talent level: 3.0 Power cost: 6 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 94% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
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 (+2 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: 9 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 222.41 physical (gravity) damage. Each target moved beyond the first increases the damage by 27.80 (up to a maximum of 111.20 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. |
Afterlife (150% power, 12 apr, light element) Afterlife (150% power, 12 apr, light element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 150% Range: 1.2x Uses stats: 180% Mag, 30% Wil Damage type: Light Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% Damage against: +25% Undead When wielded/worn: Changes resistances penetration: +10% lightning / +10% cold Changes damage: +25% lightning / +25% cold / +25% light / +25% darkness Reduced damage from: +25% Undead Talent mastery: +0.20 Spell / Necrosis Spellpower: +30 (+3 eff.) Spell crit. chance: +10% Pure white bone fashioned into a staff. A grinning skull sits on the top, grinning. |
Corruptionking (136% power, 5 apr, blight element) Corruptionking (136% power, 5 apr, blight element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 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: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +10 draining blight Burst (radius 2) on crit: +8 nature When wielded/worn: Armour: +6 Armour Hardiness: +6% Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Con Changes damage: +9% nature / +30% blight Talent granted: +1 Command Staff Physical save: +4 (+1 eff.) Spellpower: +15 (+1 eff.) Spell crit. chance: +4% See invisible: +6 Life leech chance: +6% Life leech: +7% Staves designed for wielders of magic, by the greats of the art. |
Staff of Creation (136% power, 6 apr, nature element) Staff of Creation (136% power, 6 apr, nature element)Requires: - Magic 36 Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 200% Mag, 30% Wil Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Attack speed: 100% When wielded/worn: Changes damage: +30% nature Talent masteries: +0.20 Spell / Aegis +0.20 Wild-gift / Call of the wild Spellpower: +30 (+3 eff.) Healing mod.: +20% Heals friendly targets nearby when you use a nature summon: +50 Talent on hit(spell): Slime Spit (10% chance level 4). Talent on hit(nature): Sudden Growth (10% chance level 4). A sturdy elvenwood stave covered in small buds, ready to burst. The energy of the stave feels like the start of Spring. |
magewarrior's short elven-wood vilestaff of war (150% power, 5 apr, acid element) magewarrior's short elven-wood vilestaff of war (150% power, 5 apr, acid element)Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 Power: 150% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +16 physical When wielded/worn: Accuracy: +17 (+5 eff.) Physical crit. chance: +19.0% Physical power: +6 (+0 eff.) Changes damage: +25% acid Talent granted: +1 Command Staff Critical mult.: +9.00% Spellpower: +19 (+2 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood starstaff of protection (138% power, 5 apr, temporal element) potent elven-wood starstaff of protection (138% power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 138% Range: 1.2x Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +16% temporal Changes damage: +31% temporal Talent granted: +1 Command Staff Spellpower: +17 (+1 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Jetwilter the dragonbone magestaff (152% power, 6 apr, lightning element) Jetwilter the dragonbone magestaff (152% 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: 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% Burst (radius 2) on crit: +4 acid When wielded/worn: Damage when hit (Melee): 16 darkness Changes resistances: +6% darkness Changes damage: +42% lightning Talent granted: +1 Command Staff Critical mult.: +5.00% Mana when firing critical spell: +3.00 Spellpower: +19 (+2 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Lisyrissra the dragonbone starstaff (136% power, 6 apr, fire element) Lisyrissra the dragonbone starstaff (136% power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces 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% When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +18.0% Physical power: +7 (+0 eff.) Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Damage (Melee): 32 arcane Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +14.00% Poison immunity: +5% Disarm immunity: +5% Stun/Freeze immunity: +10% Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +120.00 Spellpower: +29 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (136% power, 4 apr, temporal element) Rod of Sarrilon (136% power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 200% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+4 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Scaldorder (136% power, 6 apr, lightning element) Scaldorder (136% power, 6 apr, lightning 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% On weapon hit: * 20 arcane resource burn When wielded/worn: Physical crit. chance: +9.0% Damage when hit (Melee): 12 fire Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +19.00% Spell save: +9 (+2 eff.) Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Yaryvon' (136% power, 6 apr, fire element) dragonbone magestaff 'Yaryvon' (136% power, 6 apr, fire element)Requires: - Magic 48 Infused by nature 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: Defense: +26 (+5 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +6 Con Changes resistances penetration: +5% mind Changes damage: +30% fire Talent granted: +1 Command Staff Silence immunity: +30% Confusion immunity: +5% Life regen: +1.70 Only die when reaching: -40.00 life Spellpower: +23 (+2 eff.) Spell crit. chance: +5% Light radius: +9 Healing mod.: +17% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% 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 343.55 light damage. Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff of greater warding (136% power, 6 apr, lightning element) dragonbone magestaff of greater warding (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% When wielded/worn: Armour: +10 Defense: +11 (+2 eff.) Maximum wards: +3 lightning Changes damage: +30% lightning Talents granted: +4 Ward +1 Command Staff Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
dual dragonbone starstaff of power (136% power, 6 apr, physical element) dual dragonbone starstaff of power (136% 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: 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 damage: +30% physical Talents granted: +1 Dual Staff +1 Command Staff Spellpower: +30 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
infernal dragonbone starstaff of wizardry (136% power, 6 apr, darkness element) infernal dragonbone starstaff of wizardry (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: Damage (Melee): 28 fire Changes stats: +4 Mag / +6 Wil Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +18.00% Maximum mana: +47.00 Spellpower: +31 (+3 eff.) Spell crit. chance: +5% See invisible: +13 Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone starstaff of wizardry (136% power, 6 apr, temporal element) lifebinding dragonbone starstaff of wizardry (136% power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 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: Changes stats: +3 Mag / +4 Wil / +4 Con Changes damage: +30% temporal Talent granted: +1 Command Staff Life regen: +2.00 Maximum mana: +110.00 Spellpower: +27 (+3 eff.) Spell crit. chance: +5% Healing mod.: +22% Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Power: 66% Range: 1.2x Uses stats: 30% Wil, 50% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% blight / +20% darkness / +20% acid Critical mult.: +20.00% Spellpower on spell critical (stacks up to 3 times): +5 Maximum mana: +50.00 Maximum vim: +25.00 Spell crit. chance: +8% The bottom part of Telos's broken staff. |
Whirlwind (100% power, 1 apr) Whirlwind (100% power, 1 apr)Requires: - Strength 14 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 100% 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: +1 Physical crit. chance: +5.0% Attack speed: 200% Damage (Melee): +5 lightning This battleaxe moves fluidly, almost gracefully when swung. |
Crude Iron Battle Axe of Kroll (180% power, 7 apr) Crude Iron Battle Axe of Kroll (180% power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 180% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Eksatin's Ultimatum (175% power, 25 apr) Eksatin's Ultimatum (175% power, 25 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 175% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Physical crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Khulmanar's Wrath (182% power, 8 apr) Khulmanar's Wrath (182% power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 182% 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: +8 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 21 power out of 35/35) : Effective talent level: 3.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 560.57 fire damage, and flames will be left dealing a further 130.98 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
The Gaping Maw (184% power, 4 apr) The Gaping Maw (184% power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 184% 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 crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Thunderserpent (168% power, 4 apr) Thunderserpent (168% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. 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: * 28% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +27 acid / +16 lightning Burst (radius 2) on crit: +8 light When wielded/worn: Physical crit. chance: +14.0% Physical power: +13 (+1 eff.) Changes resistances: +9% lightning / +6% light Massive two-handed battleaxes. |
Unlightorder the voratun battleaxe (169% power, 4 apr) Unlightorder the voratun battleaxe (169% power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 26 arcane resource burn * disrupts spell-casting Damage (Melee): +23 nature / +28 temporal / +16 mind Burst (radius 1) on hit: +8 mind Damage against: +42% Unnatural When wielded/worn: Changes resistances penetration: +15% darkness / +5% fire Changes damage: +6% mind Massive two-handed battleaxes. |
Shockflash (143% power, 2 apr) Shockflash (143% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 144% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% Damage (Melee): +13 darkness Burst (radius 1) on hit: +10 fire Damage against: +9% Living When wielded/worn: Damage when hit (Melee): 16 lightning / 8 blight Mana each turn: +0.04 Spellpower: +2 (+0 eff.) Massive two-handed mauls. |
Voryyawe the Vilestalker (159% power, 2 apr) Voryyawe the Vilestalker (159% power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 160% 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: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +20 ice When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Damage when hit (Melee): 4 nature Changes resistances penetration: +5% arcane / +12% cold Changes damage: +12% nature Massive two-handed mauls. |
Skysmasher (182% power, 17 apr) Skysmasher (182% power, 17 apr)Requires: - Strength 40 Powered by steamtech 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stats: 30% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Physical crit. chance: +20.0% Attack speed: 100% Burst (radius 2) on crit: +75 physical / +75 fire When wielded/worn: Changes stats: +5 Cun / +5 Str Talent granted: +1 Rocket Smash The discovery of rockets has proved incredibly dangerous. It is not always clear for whom. |
voratun greatmaul 'Hanodunarand' (178% power, 4 apr) voratun greatmaul 'Hanodunarand' (178% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 178% 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: 100% On weapon hit: * 40% chance to gain 10% of a turn * 24% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * cripple the target Damage (Melee): +21 mind Burst (radius 2) on crit: +4 temporal When wielded/worn: Physical crit. chance: +17.0% Changes resistances: +2% physical Physical save: +25 (+5 eff.) Knockback immunity: +15% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed mauls. |
Spectral Blade (127% power, 25 apr) Spectral Blade (127% power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 127% 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: +25 Physical crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Burst (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+0 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
Colaryem (159% power, 12 apr) Colaryem (159% power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 160% Range: 1.6x Uses stats: 30% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Latafayn (180% power, 5 apr) Latafayn (180% power, 5 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 180% Range: 1.6x Uses stats: 30% Wil, 50% Mag, 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage, costing 6 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Sunhash the stralite greatsword (161% power, 3 apr) Sunhash the stralite greatsword (161% power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 162% 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: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +17 acid / +17 mind When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +17 (+3 eff.) Physical save: +6 (+1 eff.) Disarm immunity: +45% Confusion immunity: +10% Only die when reaching: -40.00 life Light radius: +3 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed swords. |
Warmaster Gnarg's Murderblade (172% power, 19 apr) Warmaster Gnarg's Murderblade (172% power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 172% 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: +19 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Crescent Moon's Blade (172% power, 22 apr) Crescent Moon's Blade (172% power, 22 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% 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: +22 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Moonlight Ray (10% chance level 5). When wielded/worn: Changes stats: +8 Mag / +4 Cun / +6 Con Changes damage: +10% cold / +10% darkness / +10% light Talent mastery: +0.20 Celestial / Wintertide Talents cooldown: Crescent Strike (-1 turn) Moonsilver Blade (-1 turn) This blade is as much sickle as it is sword, and glows with the light of the moon. |
Dethblyd (182% power, 18 apr) Dethblyd (182% power, 18 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 182% Range: 1.6x Uses stats: 30% Wil, 60% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Physical crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
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. |
Acera (140% power, 4 apr) Acera (140% power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Power: 141% 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% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 18 power out of 30/30) : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 102 acid damage in a 4 radius ball. This damage will increase by 78% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Cautery Sword (150% power, 10 apr) Cautery Sword (150% power, 10 apr)Requires: - Strength 28 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Power: 150% 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: +10 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflict fire damage based on steampower When wielded/worn: Cut immunity: +100% This sword is equipped with a heated core to add a bit of extra pain to the wounds. |
Blazedare (135% power, 4 apr) Blazedare (135% power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 135% 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: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +8 mind When wielded/worn: Armour penetration: +8 Physical crit. chance: +14.0% Physical power: +8 (+1 eff.) Changes resistances: +3% fire Changes resistances penetration: +10% arcane / +5% fire Changes damage: +3% arcane / +3% fire Critical mult.: +12.00% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Blunt and deadly. |
Fogpower the voratun sceptre (152% power, 6 apr) Fogpower the voratun sceptre (152% power, 6 apr)Requires: - Magic 38 - Constitution 38 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / sceptre ; tier 5 Power: 152% Range: 1.4x Uses stats: 30% Wil, 100% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 111% When this weapon hits: Corrosive Mist (10% chance level 3). Burst (radius 1) on hit: +34 physical Damage conversion: 23% corrosive acid When wielded/worn: Accuracy: +12 (+3 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +5 Dex Changes resistances: +6% darkness Changes resistances penetration: +17% acid Changes damage: +21% darkness / +17% physical Spellpower: +15 (+1 eff.) Blunt and deadly. |
bugslayer's voratun sceptre of fire (151% power, 6 apr) bugslayer's voratun sceptre of fire (151% power, 6 apr)Requires: - Magic 38 - Constitution 38 Powered by arcane forces 3.00 Encumbrance. Type: weapon / sceptre ; tier 5 Power: 152% Range: 1.4x Uses stats: 30% Wil, 100% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +47 fire Damage against: +30% Vermin / +15% Insect / +26% Spiderkin When wielded/worn: Changes resistances: +13% nature Changes damage: +14% fire Spellpower: +15 (+1 eff.) Blunt and deadly. |
channeller's voratun sceptre of asphyxiation (151% power, 6 apr) channeller's voratun sceptre of asphyxiation (151% power, 6 apr)Requires: - Magic 38 - Constitution 38 Powered by arcane forces 3.00 Encumbrance. Type: weapon / sceptre ; tier 5 Power: 151% Range: 1.4x Uses stats: 30% Wil, 100% Mag, 50% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Poison Storm (10% chance level 5). Damage conversion: 17% crippling poison When wielded/worn: Changes resistances penetration: +15% nature Mana each turn: +0.38 Spellpower: +33 (+3 eff.) It can be used to channel mana (increasing mana regen by 500% for ten turns), putting all charms on cooldown for 18 turns. Blunt and deadly. |
Blood-Letter (140% power, 4.5 apr) Blood-Letter (140% power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Power: 141% 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: +4 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Isoda (130% power, 4 apr) Isoda (130% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 131% 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: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +8 lightning Burst (radius 2) on crit: +4 temporal When wielded/worn: Physical crit. chance: +7.0% Armour: +4 Changes resistances: +6% temporal Mental save: +3 (+1 eff.) One-handed war axes. |
Malediction (167% power, 15 apr) Malediction (167% power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Power: 167% Range: 1.2x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Life regen: -0.30 The land withers and crumbles wherever this cursed axe rests. |
Razorblade, the Cursed Waraxe (170% power, 16 apr) Razorblade, the Cursed Waraxe (170% power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 170% Range: 1.4x Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Sparksin (151% power, 6 apr) Sparksin (151% power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] 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): +20 mind When wielded/worn: Accuracy: +30 (+8 eff.) Armour: +4 Defense: +30 (+6 eff.) Damage when hit (Melee): 12 lightning Changes resistances: +3% blight / +6% fire Physical save: +10 (+2 eff.) Poison immunity: +15% Silence immunity: +5% Disarm immunity: +85% Confusion immunity: +5% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. One-handed war axes. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 111% Range: 1.3x Uses stats: 30% Wil, 55% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Physical crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Silent Blade (129% power, 10 apr) Silent Blade (129% power, 10 apr)Requires: - Cunning 25 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Power: 129% Range: 1.3x Uses stats: 30% Wil, 55% Dex, 50% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +8.0% Attack speed: 100% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 silence When wielded/worn: Accuracy: +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
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 371.84 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. |
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. |
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 (+3 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. |
Icy Kill (143% power, 10 apr) Icy Kill (143% power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% 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: +10 Physical crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Shockstalker the stralite dagger (132% power, 9 apr) Shockstalker the stralite dagger (132% power, 9 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 133% 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: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 8% * leeches stamina from the target * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +8 lightning Burst (radius 2) on crit: +4 physical When wielded/worn: Physical crit. chance: +4.0% Damage when hit (Melee): 10 nature slow / 12 physical Changes resistances: +1% physical Changes damage: +3% lightning Stamina each turn: +0.60 Sharp, short and deadly. |
Curethorn the voratun dagger (147% power, 9 apr) Curethorn the voratun dagger (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: Nature Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 23% chance to cause random gloom Damage (Melee): +19 mind When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +12 (+1 eff.) Damage when hit (Melee): 16 mind Changes stats: +6 Str / +5 Wil / +4 Cun / +6 Con Changes resistances penetration: +11% physical Changes damage: +11% physical Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +22% Mana each turn: +0.08 Stamina when hit: +2.00 Spellpower: +4 (+0 eff.) Sharp, short and deadly. |
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 (+1 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: 9 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 37.75 acid and 40.58 blight damage. If not cleared after five turns it will inflict 214.37 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. |
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, 30% Cun, 30% Wil, 35% Str, 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: 8 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 111.58 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 +12% 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. |
Poramina the thorny mindstar (94% power, 25 apr, mind damage) Poramina the thorny mindstar (94% power, 25 apr, mind 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 mindstar will resonate with other psionic mindstars. This natural lightning should be returned to the wyrm. Power: 95% Range: 1.1x Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +25 Physical crit. chance: +5.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 lightning / 12 blight Changes stats: +1 Str / +1 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Changes resistances: +5% mind / +4% lightning Changes resistances penetration: +2% mind / +7% lightning Changes damage: +3% mind / +7% lightning Life regen: +0.90 Psi when hit: +0.90 Maximum life: +15.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% Healing mod.: +10% Damage Resonance (when hit): +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. |
Psionic Fury (104% power, 25 apr, mind damage) Psionic Fury (104% power, 25 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Power: 105% Range: 1.1x Uses stats: 70% Wil, 50% Mag, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +25 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+2 eff.) Mental crit. chance: +8% It can be used to release a wave of psionic power, dealing 278.84 mind damage (based on Willpower) to all within radius 5, costing 24 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Elenuvon the pulsing mindstar (107% power, 32 apr, nature damage) Elenuvon the pulsing mindstar (107% power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This honing mindstar will focus other psionic mindstars. Power: 107% Range: 1.1x Uses stats: 75% Wil, 50% Mag, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +2 Wil Changes resistances: +10% blight / +4% physical / +3% mind / +9% lightning Changes resistances penetration: +4% physical Changes damage: +6% nature / +6% physical Physical save: +5 (+1 eff.) Spell save: +16 (+4 eff.) Mental save: +6 (+2 eff.) Disease immunity: +11% Cut immunity: +10% Silence immunity: +5% Stun/Freeze immunity: +15% Equilibrium when hit: +0.90 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. |
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 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 (+3 eff.) Psi each turn: +1.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
Toribers the living mindstar (113% power, 40 apr, nature damage) Toribers the living mindstar (113% power, 40 apr, nature 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. The natural wyrm seeks an element. Power: 113% Range: 1.1x Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature 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): +10% When wielded/worn: Damage when hit (Melee): 9 lightning / 7 physical / 8 fire / 8 acid / 9 cold Changes resistances: +10% lightning / +10% physical / +7% fire / +8% blight / +8% cold / +6% mind / +10% acid Changes resistances penetration: +10% arcane Changes damage: +9% nature Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Mental save: +20 (+5 eff.) Blindness immunity: +0% Disease immunity: +20% Stun/Freeze immunity: +0% Spellpower on spell critical (stacks up to 3 times): +8 Hate per kill: +5.00 Psi per kill: +5.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% It can be used to inflict 349.89 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. |
voratun ritual blade 'Grinogodur' (125% power, 9 apr) voratun ritual blade 'Grinogodur' (125% power, 9 apr)Requires: - Magic 38 - Dexterity 38 Powered by arcane forces 1.00 Encumbrance. Type: weapon / ritual blade ; tier 5 Power: 126% Range: 1.3x Uses stats: 30% Wil, 95% 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 conversion: 22% nature When wielded/worn: Damage when hit (Melee): 4 temporal Changes resistances penetration: +5% temporal Changes damage: +16% nature Critical mult.: +9.00% Physical save: +20 (+4 eff.) Spell crit. chance: +10% Light radius: +1 See invisible: +3 Sharp, short and deadly. |
Breezetrial the voratun steamsaw (149% power, 25 apr) Breezetrial the voratun steamsaw (149% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces 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: +89 Damage (Melee): +24 cold Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Fatigue: +12% Effects on melee hit: * Slows global speed by 15% Effects when hit in melee: * 67% chance to blind Changes stats: +15 Mag / +2 Wil / +13 Con Changes resistances: +40% light Changes resistances penetration: +5% nature Changes damage: +3% arcane / +9% nature 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! |
Vine Whip (122% power, 5 apr) Vine Whip (122% power, 5 apr)Requires: - Dexterity 20 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 2 Power: 122% Range: 1.1x Uses stats: 30% Wil, 50% Mag, 100% Dex Damage type: Entangle Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +3.0% Attack speed: 125% It can be used to pull an enemy into melee range, costing 12 power out of 40/40. This whip feels like a living plant, but is oddly stretchy |
Focus Whip (118% power, 7 apr) Focus Whip (118% power, 7 apr)Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Power: 119% Range: 1.1x Uses stats: 50% Wil, 10% Cun, 50% Mag, 70% Dex Damage type: Mind Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy is based on willpower for this weapon. Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 125% When wielded/worn: Mindpower: +10 (+2 eff.) Mental crit. chance: +3% It can be used to strike all targets in a line (for 100%% weapon damage as mind) out to range 4, costing 6 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
Scorpion's Tail (133% power, 8 apr) Scorpion's Tail (133% power, 8 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Power: 134% Range: 1.1x Uses stats: 30% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 3). Damage (Melee): +22 poison / +22 bleed When wielded/worn: Accuracy: +10 (+3 eff.) See stealth: +9 See invisible: +9 A long whip of linked metal joints finished with a viciously sharp barb leaking terrible venom. |
Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. 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 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Brighttooth the elven-wood longbow Brighttooth the elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] 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: 167% Firing range: +9 Travel speed: +400% When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +4 Str Changes resistances: +9% cold / +6% fire / +5% arcane / +6% light Changes damage: +3% fire Spell save: +9 (+2 eff.) Longbows are used to shoot arrows at your foes. |
Dramakhad the Phlegmparry Dramakhad the PhlegmparryRequires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] 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: Temporal Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +58 fire When wielded/worn: Changes resistances: +3% nature Changes resistances penetration: +14% physical / +25% fire Changes damage: +24% temporal / +6% nature / +18% physical Global speed: +10% Longbows are used to shoot arrows at your foes. |
Storm Fury Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [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: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+3 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+2 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Nithan's Force Nithan's ForceRequires: - Dexterity 32 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [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: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Pulverizing Auger (costing 15 power out of 25/25) : Effective talent level: 3.0 Power cost: 15 out of 25/25. Range: 8 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 3. The beam also affect any creatures in its path, dealing 523.91 physical damage to all. The damage will increase with your Spellpower. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall. It appears he may have had some magical assistance... |
Vindicator VindicatorRequires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by arcane forces 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: +20 Attack speed: 100% Dam. multiplier: 100% Firing range: +7 On weapon crit: * release a burst of light dealing damage equal to your cunning plus your magic in a ball of radius 2. If the target is undead, the damage and radius are doubled. Travel speed: +600% Damage against: +25% Undead Attacks use: 2.0 Steam "Pesky undead plaguing your village? Necromancers ransacking your burial grounds? The Vindicator is the solution to all your woes!" |
Falydil the voratun steamgun Falydil the voratun steamgunRequires: - 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: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes stats: +1 Str / +7 Mag / +2 Wil / +3 Con Changes resistances: +9% mind Changes resistances penetration: +37% physical Changes damage: +6% acid / +22% physical / +13% arcane Spellpower: +15 (+1 eff.) Damage Shield penetration: +60% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Thoughtcaster ThoughtcasterRequires: - Willpower 20 - Dexterity 25 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [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: +5 Attack speed: 100% Dam. multiplier: 110% Firing range: +10 On weapon hit: * deal 167.99 mind damage (based on Mindpower) in a radius 1 around the target Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Talents cooldown: Vacuum Shot (-2 turns) Blunt Shot (-3 turns) Mindpower: +15 (+2 eff.) Mental crit. chance: +5% Steampower: +15 (+3 eff.) Steam crit. chance: +5% On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
Yaratoyon the quiver of ash arrows (14/14, 122% power, 7 apr) Yaratoyon the quiver of ash arrows (14/14, 122% power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Power: 122% Range: 1.4x Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 14 On weapon hit: * Random elemental explosion On weapon crit: * wounds the target Damage (Ranged): +12 acid / +5 bleed / +8 blight Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +4 blight Arrows are used with bows to pierce your foes to death. |
Quiver of the Sun (25/25, 142% power, 15 apr) Quiver of the Sun (25/25, 142% power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 142% Range: 1.4x Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
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. |
Spider's Fangs (20/20, 124% power, 8 apr) Spider's Fangs (20/20, 124% power, 8 apr)Requires: - Dexterity 24 Infused by nature Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 124% Range: 1.2x Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Nature Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Capacity: 20 On weapon crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
Thundercrack (16/16, 143% power, 8 apr) Thundercrack (16/16, 143% power, 8 apr)Requires: - Dexterity 24 Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 5 Power: 144% Range: 1.2x Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Physical crit. chance: +2.0% Capacity: 16 On weapon hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
Skeletal Parry (10 def, 4 armour, 40 block) Skeletal Parry (10 def, 4 armour, 40 block)Requires: - Strength 25 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Defense: +10 (+2 eff.) Fatigue: +6% Damage when hit (Melee): 10 physical bleed Talent granted: +2 Block It can be used to activate talent Bone Armour (costing 18 power out of 50/50) : Effective talent level: 2.0 Power cost: 18 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Creates a shield of bones, absorbing 1115 damage. Lasts for 10 turns. The total damage the shield can absorb increases with your Dexterity. A shield made from various sharpened bones. It feels icky. |
Arelradhenn (8 def, 2 armour, 78.5 block) Arelradhenn (8 def, 2 armour, 78.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Damage (Melee): 7 acid / 6 cold Damage when hit (Melee): 12 acid / 12 ice Changes stats: +1 Dex Talent granted: +3 Block Reduces incoming crit damage: 15.00% Maximum life: +48.00 Handheld deflection devices. |
Soothacker the dwarven-steel shield (8 def, 8 armour, 132 block) Soothacker the dwarven-steel shield (8 def, 8 armour, 132 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+0 eff.) Armour: +8 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 12 nature Changes resistances: +13% nature / +12% blight Talent granted: +3 Block Spell save: +10 (+2 eff.) Maximum life: +82.00 Handheld deflection devices. |
Obstinate Force (15 def, 8 armour, 220 block) Obstinate Force (15 def, 8 armour, 220 block)Requires: - Willpower 28 - Talent Armour Training (level 2) Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +8 Defense: +15 (+3 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +10% Changes stats: +4 Wil Changes resistances: +25% mind / +25% physical Talent granted: +4 Block Physical save: +5 (+1 eff.) Spell save: +5 (+1 eff.) This shield is little more than a handle and a shimmer in the air, but your hand flatly refuses to pass through it. |
Nimbusenvy the voratun shield (22 def, 3 armour, 185 block) Nimbusenvy the voratun shield (22 def, 3 armour, 185 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+0 eff.) Armour: +3 Defense: +22 (+4 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects on melee hit: * 15% chance to daze Damage when hit (Melee): 14 nature Changes resistances: +16% blight / +21% nature / +3% lightning Changes resistances penetration: +10% lightning Talent granted: +5 Block Spell save: +25 (+5 eff.) Maximum life: +69.00 Deflect projectiles away: +10% Handheld deflection devices. |
voratun shield 'Salayama' (12 def, 3 armour, 198.5 block) voratun shield 'Salayama' (12 def, 3 armour, 198.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 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% Damage (Melee): 8 acid / 6 cold Damage when hit (Melee): 25 acid / 15 ice Changes stats: +1 Cun Changes resistances: +9% blight / +24% fire / +3% physical Talent granted: +5 Block Pinning immunity: +5% Maximum psi: +20.00 Handheld deflection devices. |
mummy wrappings of delving (5 def, 2 armour) mummy wrappings of delving (5 def, 2 armour)Requires: - Dexterity 15 Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +6 Str Changes resistances: -25% fire / +13% darkness / +9% physical Light radius: +1 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 39 for 5 turns. The radius will increase with your Cunning. Decaying mummy wrappings. |
prismatic mummy wrappings of delving (5 def, 2 armour) prismatic mummy wrappings of delving (5 def, 2 armour)Requires: - Dexterity 15 Powered by arcane forces Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +6 Str Changes resistances: +24% darkness / -25% fire / +15% light / +8% physical 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 39 for 5 turns. The radius will increase with your Cunning. Decaying mummy wrappings. |
radiant mummy wrappings of Eyal (5 def, 2 armour) radiant mummy wrappings of Eyal (5 def, 2 armour)Requires: - Dexterity 15 Infused by nature 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Damage when hit (Melee): 6 light Changes stats: +3 Wil Changes resistances: +13% blight / -25% fire / +15% darkness Life regen: +1.50 Maximum life: +61.00 Light radius: +1 Healing mod.: +22% Decaying mummy wrappings. |
rejuvenating mummy wrappings of command (15 def, 7 armour) rejuvenating mummy wrappings of command (15 def, 7 armour)Requires: - Dexterity 15 Infused by nature Infused by psionic forces 6.00 Encumbrance. Type: armor / mummy ; tier 3 When wielded/worn: Armour: +7 Defense: +15 (+3 eff.) Fatigue: +2% Changes stats: +4 Cun Changes resistances: -25% fire Mental save: +16 (+4 eff.) Life regen: +4.00 Stamina each turn: +1.60 Decaying mummy wrappings. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+3 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+4 eff.) Mental save: +15 (+4 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+1 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
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 (+2 eff.) It can be used to activate talent Temporal Reprieve (costing 29 power out of 50/50) : Effective talent level: 1.0 Power cost: 29 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. |
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 (+3 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. |
elven-silk robe 'Bregurab' (5 def, 0 armour) elven-silk robe 'Bregurab' (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +2 Defense: +5 (+1 eff.) Changes stats: +6 Mag / +6 Wil / +6 Cun / +13 Con Changes resistances: +30% darkness Changes damage: +9% blight / +40% darkness / +20% nature / +19% light Critical mult.: +6.00% Physical save: +29 (+6 eff.) Poison immunity: +50% Disease immunity: +50% Silence immunity: +50% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +25 (+2 eff.) Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing elven-silk robe of the mountain (+13%) (5 def, 0 armour) focusing elven-silk robe of the mountain (+13%) (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +0 Str / +0 Dex / +6 Mag / +6 Wil / +0 Cun / +0 Con Changes resistances: +13% physical Changes damage: +13% physical Mana each turn: +0.27 Psi each turn: +0.40 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven elven-silk robe of Angolwen (5 def, 0 armour) spellwoven elven-silk robe of Angolwen (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Mag / +4 Wil Spell save: +23 (+5 eff.) Silence immunity: +42% Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +19 (+2 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe (5 def, 0 armour) stormwoven elven-silk robe (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +6 Str / +6 Mag / +7 Wil Changes resistances: +10% lightning / +8% cold Changes damage: +14% lightning / +8% physical / +10% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven elven-silk robe of power (5 def, 0 armour) stormwoven elven-silk robe of power (5 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +6 Str / +7 Mag / +6 Wil Changes resistances: +9% lightning / +6% cold Changes damage: +8% lightning / +12% physical / +7% cold / +13% all Spellpower: +15 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
sunsealed elven-silk robe of Linaniil (11 def, 6 armour) sunsealed elven-silk robe of Linaniil (11 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +6 Defense: +11 (+2 eff.) Changes stats: +5 Mag Changes resistances: +12% light / +12% darkness Changes damage: +13% light Mana each turn: +0.28 Maximum life: +49.00 Maximum mana: +79.00 Spellpower: +22 (+2 eff.) Spell crit. chance: +12% Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ce'Nibrenn (2 def, 8 armour) Ce'Nibrenn (2 def, 8 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+0 eff.) Fatigue: +7% Changes resistances: +6% lightning / +5% physical / +15% cold Physical save: +11 (+2 eff.) Life regen: +1.40 Hate when firing a critical mind attack: +1.00 Maximum life: +40.00 Healing mod.: +12% A suit of armour made of leather. |
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. |
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. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 35 power out of 60/60) : Effective talent level: 2.0 Power cost: 35 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Rose's Revenge (5 def, 10 armour) Rose's Revenge (5 def, 10 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 15 nature / 15 physical Changes damage: +15% mind / +15% physical Maximum hate: +15.00 Mindpower: +10 (+2 eff.) It can be used to hardens the skin for 6 turns increasing armour by 20 and armour hardiness by 20%, costing 24 power out of 60/60. Painful to wear and painful to attackers, this armour is covered with sharp thorns. The pain helps you focus at least. |
Velyrinne the Torchblight (5 def, 10 armour) Velyrinne the Torchblight (5 def, 10 armour)Requires: - Strength 48 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +2 Mag / +9 Wil / +8 Cun Changes resistances: +28% acid / +18% blight / +9% cold / +18% nature / +15% fire Changes damage: +6% fire Mental save: +16 (+4 eff.) A suit of armour made of mail. |
Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Strength 24 - Talent Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Dawnrend the stralite plate armour (7 def, 13 armour) Dawnrend the stralite plate armour (7 def, 13 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +7.0% Physical power: +22 (+2 eff.) Armour: +13 Defense: +7 (+1 eff.) Fatigue: +26% Effects on melee hit: * 15% chance to blind Changes stats: +6 Str / +7 Mag / +5 Wil Changes resistances: +16% lightning / +12% mind Changes resistances penetration: +15% light Changes damage: +6% light Spellpower: +18 (+2 eff.) Spell crit. chance: +9% Mindpower: +22 (+3 eff.) Mental crit. chance: +8% A suit of armour made of metal plates. |
Cuirass of the Dark Lord (0 def, 30 armour) Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Strength 52 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+3 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 681.39 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 15 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
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. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+4 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: 4.4 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 38% chance to completely evade them and granting you 55 defense for 15 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. |
Harosabers HarosabersInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +2 Changes stats: +3 Dex Changes resistances: +10% lightning / +11% temporal / +3% acid / +9% blight Reduced damage from: +25% Summoned Reduces incoming crit damage: 10.00% Life regen: +0.40 Maximum life: +52.00 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: +12.0% Changes stats: +5 Cun / +5 Dex Maximum life: +108.00 Maximum mana: +56.00 Maximum stamina: +57.00 Maximum hate: +17.00 Maximum psi: +40.00 Maximum vim: +39.00 Maximum pos.energy: +38.00 Maximum neg.energy: +40.00 Mental crit. chance: +12% Reduces paradox anomalies(equivalent to willpower): +17 A belt that goes around your waist. |
balancing drakeskin leather belt of magery balancing drakeskin leather belt of mageryPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Changes stats: +5 Dex / +5 Mag / +3 Wil / +4 Cun Spell crit. chance: +4% Mental crit. chance: +9% A belt that goes around your waist. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 1099.98 cold damage and condensing the air into freezing vapors that deal 366.66 cold damage (based on Magic) each turn for 10 turns, costing 18 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Jetpack (10 def, 0 armour) Jetpack (10 def, 0 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +5 (+0 eff.) Defense: +10 (+2 eff.) Changes stats: +6 Cun Talent granted: +1 Rocket Dash Physical save: +10 (+2 eff.) Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Finally. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+0 eff.) Spellpower: +5 (+0 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Kotorain the Deepswing (7 def, 3 armour) Kotorain the Deepswing (7 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: +7 Physical crit. chance: +5.0% Physical power: +5 (+0 eff.) Armour: +3 Defense: +7 (+1 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +3% Damage when hit (Melee): 8 arcane / 4 darkness Changes stats: +3 Mag / +4 Wil Changes resistances: +6% darkness Changes resistances penetration: +15% arcane Changes damage: +3% lightning Mana each turn: +0.23 Maximum mana: +32.00 Spell crit. chance: +3% A pair of boots made of leather. |
Daimisin (0 def, 5 armour) Daimisin (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: +11 Lck / +6 Dex Changes resistances: +3% blight / +9% temporal Grants telepathy: Demon/Minor Demon/Major Stealth bonus: +11 Spell save: +20 (+4 eff.) Equilibrium when hit: +0.08 A pair of boots made of leather. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
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 (+2 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! |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 89% Range: 1.1x Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 5 power out of 24/24) : Effective talent level: 3.0 Power cost: 5 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 478.95 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Power: 109% Range: 1.1x Uses stats: 70% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Shadow Simulacrum (15% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
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% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). 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. |
Ce'Nuvea (0 def, 3 armour) Ce'Nuvea (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Physical crit. chance: +19.0% Physical power: +19 (+2 eff.) Armour: +3 Changes stats: +6 Str / +2 Cun Critical mult.: +15.00% Maximum encumbrance: +20 Physical save: +9 (+2 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +48% Stamina each turn: +0.80 Spell crit. chance: +20% Mental crit. chance: +19% Light radius: +2 See invisible: +9 Healing mod.: +10% When used to modify unarmed attacks: Power: 165% Range: 1.1x Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +5 Physical crit. chance: +18.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Power: 126% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning It can be used to activate talent Chain Lightning (costing 10 power out of 16/16) : Effective talent level: 3.0 Power cost: 10 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 277.94 to 833.82 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Spell save: +15 (+3 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Power: 142% Range: 1.4x Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Armour Penetration: +18 Physical crit. chance: +12.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 472.88 arcane damage and stunned), costing 58 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-3 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+1 eff.) Mindpower: +15 (+2 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Ce'Nyriwyn the drakeskin leather hat (0 def, 11 armour) Ce'Nyriwyn the drakeskin leather hat (0 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Changes stats: +2 Cun Changes resistances: +13% lightning / +12% temporal / +20% light / +17% darkness Critical mult.: +15.00% Mental save: +20 (+5 eff.) Vim when firing critical spell: +1.00 Maximum mana: +40.00 Spellpower: +4 (+0 eff.) Infravision radius: +4 A hat made of leather. Very stylish. |
Glintward the drakeskin leather hat (7 def, 5 armour) Glintward the drakeskin leather hat (7 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +5 Defense: +7 (+1 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to blind Effects when hit in melee: * 17% chance to gain 10% of a turn Damage when hit (Melee): 4 light / 16 fire Changes stats: +7 Cun Changes resistances: +11% lightning / +11% temporal Changes resistances penetration: +15% light Physical save: +19 (+4 eff.) A hat made of leather. Very stylish. |
Ivoribeth the elven-silk wizard hat (3 def, 0 armour) Ivoribeth the elven-silk wizard hat (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 10 arcane resource burn Changes resistances: +15% lightning / +20% physical / +41% darkness / +6% cold / +20% mind / +14% temporal Changes resistances penetration: +10% mind Changes damage: +10% physical / +18% darkness / +19% mind Physical save: +14 (+3 eff.) Mental save: +20 (+5 eff.) Maximum hate: +12.00 Maximum psi: +40.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% A pointy cloth hat, very wizardly... |
Torchmark the drakeskin leather hat (0 def, 5 armour) Torchmark the drakeskin leather hat (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +1 Armour: +5 Fatigue: +3% Changes stats: +11 Dex / +5 Cun / +6 Wil Changes damage: +6% fire Spell save: +6 (+2 eff.) Stamina when hit: +2.60 Equilibrium when hit: +2.00 Vim when firing critical spell: +2.00 Spell crit. chance: +2% Mindpower: +6 (+1 eff.) A hat made of leather. Very stylish. |
bladed drakeskin leather hat of blood magic (0 def, 5 armour) bladed drakeskin leather hat of blood magic (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 7 physical Changes stats: +4 Str / +5 Mag / +4 Wil Changes damage: +8% blight / +17% arcane Spell crit. chance: +3% 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 801.0 Physical damage. If the attack hits, the target is confused (45% 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 hat made of leather. Very stylish. |
elven-silk wizard hat of decomposition (3 def, 0 armour) elven-silk wizard hat of decomposition (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +7% lightning / +6% temporal / +6% light / +8% fire / +6% nature / +6% acid / +8% blight / +7% cold / +8% darkness A pointy cloth hat, very wizardly... |
shimmering elven-silk wizard hat of darkness (+27%) (3 def, 0 armour) shimmering elven-silk wizard hat of darkness (+27%) (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +27% darkness Changes damage: +18% darkness / +14% arcane Maximum mana: +110.00 A pointy cloth hat, very wizardly... |
Celestial Circlet (3 def, 0 armour) Celestial Circlet (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +10% light / +10% darkness / +10% arcane Changes damage: +10% light / +10% darkness / +10% arcane Talent mastery: +0.10 Celestial / Circles Activating this item is instant. It can be used to activate talent Circle of Shifting Shadows (costing 29 power out of 50/50) : Effective talent level: 2.0 Power cost: 29 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle increases your Defense by 38, and deals 48.05 darkness damage per turn to everyone else with in its radius. The circle lasts 5 turns. The damage will increase with your Spellpower. A silver circlet studded with moonstones. |
Cracklewild the hardened leather cap (0 def, 3 armour) Cracklewild the hardened leather cap (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 lightning / 8 physical Changes stats: +7 Str / +6 Dex / +7 Cun / +3 Con Changes resistances: -8% light / +14% darkness Life regen: +3.80 Infravision radius: +3 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 801.0 Physical damage. If the attack hits, the target is confused (45% 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 cap made of leather. |
Crown of Eternal Night (0 def, 3 armour) Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+0 eff.) Mindpower: +8 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 9 power out of 15/15) : Effective talent level: 1.0 Power cost: 9 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+7 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 18 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
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 258.84 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. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+2 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
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: 10 Travel Speed: instantaneous Is: a mind power Description: Inflicts 313.09 mind damage and cripples the target's higher mental functions, reducing cunning by 36 and confusing (41% 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...? |
Tularan (0 def, 4 armour) Tularan (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 blight Changes stats: +4 Dex Changes resistances: +7% lightning / +7% temporal / +13% darkness Physical save: +6 (+1 eff.) Stamina when hit: +0.90 Equilibrium when hit: +1.20 Maximum life: +50.00 Infravision radius: +4 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Horns of the Minotaur (10 def, 20 armour) Horns of the Minotaur (10 def, 20 armour)Requires: - Strength 40 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +20 (+2 eff.) Armour: +20 Defense: +10 (+2 eff.) Fatigue: +10% Physical save: +20 (+4 eff.) Size category: +1 It can be used to activate talent Rush (costing 27 power out of 45/45) : Effective talent level: 5.0 Power cost: 27 out of 45/45. Range: 10 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of huge and real minotaur horns are fixed to the top of this voratun helm. Just touching it makes you feel bull headed. |
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! |
Eclipsepiety the flint wardstone Eclipsepiety the flint wardstoneRequires: - Magic 20 Powered by arcane forces 1.00 Encumbrance. Type: armor / wardstone ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Effects on melee hit: * 40% chance to inflict damage reduction Changes stats: +3 Mag Reduce damage by fixed amount: +3 all Changes resistances penetration: +20% arcane Changes damage: +9% darkness Mana each turn: +2.00 Maximum mana: +40.00 Slows Projectiles: +20% Handheld warding devices |
nature's flint wardstone of acid warding nature's flint wardstone of acid wardingRequires: - Magic 20 Infused by nature 1.00 Encumbrance. Type: armor / wardstone ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Changes resistances: +12% acid Reduce damage by fixed amount: +3 all Maximum wards: +2 acid Changes damage: +13% acid Talent granted: +3 Ward Physical save: +13 (+2 eff.) Slows Projectiles: +20% Handheld warding devices |
Jetwill JetwillRequires: - Magic 30 Infused by psionic forces 1.00 Encumbrance. Type: armor / wardstone ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes resistances: +25% lightning / +25% physical / +31% mind / +25% fire Reduce damage by fixed amount: +5 all Maximum wards: +4 lightning / +4 physical / +4 mind / +4 fire Changes resistances penetration: +5% blight / +5% darkness / +10% mind Changes damage: +3% mind Talent granted: +4 Ward Slows Projectiles: +30% Handheld warding devices |
Oozeward OozewardRequires: - Magic 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +30% acid / +30% arcane / +30% nature Reduce damage by fixed amount: +5 all Maximum wards: +5 acid / +5 arcane / +5 nature Reduced damage from: +30% Ooze / +30% Jelly Talent granted: +5 Ward Mental save: +30 (+8 eff.) Slows Projectiles: +30% Evidently crafted by an Archmage wanting the best protection possible against Oozemancers. |
equalising marble wardstone of dragon warding equalising marble wardstone of dragon wardingRequires: - Magic 30 Infused by nature 1.00 Encumbrance. Type: armor / wardstone ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +3 Wil Changes resistances: +30% lightning / +13% physical / +12% fire / +22% cold / +30% acid Reduce damage by fixed amount: +5 all Maximum wards: +3 lightning / +4 physical / +4 fire / +3 cold / +4 acid Reduced damage from: +22% Dragon Talent granted: +4 Ward Slows Projectiles: +30% Equilibrium regeneration: -0.60 Reduced minimum equilibrium: -20.00 Handheld warding devices |
14 agate 14 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
43 onyx 43 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
23 aquamarine 23 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
29 opal 29 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
28 topaz 28 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
32 lapis lazuli 32 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
20 sapphire 20 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
31 spinel 31 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
39 emerald 39 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
23 jade 23 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
24 turquoise 24 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
35 garnet 35 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
28 ruby 28 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
46 bloodstone 46 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% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
40 fire opal 40 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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
32 amethyst 32 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes resistances: +30% darkness Changes damage: +30% light Light radius: +3 When carried: Light radius: +1 It can be used to map surroundings, costing 18 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
31 quartz 31 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
28 diamond 28 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 When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
44 moonstone 44 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 (+3 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
42 pearl 42 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 When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Pearl of Life and Death Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
41 ametrine 41 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
25 citrine 25 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
17 zircon 17 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
26 amber 26 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
155 alchemist agate 155 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
52 alchemist bloodstone 52 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life When used in a prism: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Lamp of Illusion Lamp of IllusionPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes damage: +10% light Talent mastery: +0.20 Spell / Illusion Light radius: +2 Infravision radius: +2 This plain looking lamp is not what it seems. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 6 (based on Magic) detrimental mental effects, costing 24 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
bright alchemist's lamp of illusion bright alchemist's lamp of illusionCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +11 (+2 eff.) Physical save: +14 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +12 (+3 eff.) Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
DĂșathedlen Heart DĂșathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+0 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 6 power out of 15/15) : Effective talent level: 3.0 Power cost: 6 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 548.50 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Planar Beacon Planar BeaconPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 8 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 810.86 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 810.86 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (162 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 58 power out of 100/100. The very essence of bearness! |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
voratun pickaxe of Reknor (dig speed 11 turns) voratun pickaxe of Reknor (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes resistances: +8% darkness / +10% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 36 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 80% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp Claw Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 6 power out of 9/9) : Effective talent level: 2.0 Power cost: 6 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 1016.25 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 118 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 1227.55 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. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
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. |
Emelygavea the dragonbone totem of thorny skin [power 72] (12 cooldown) Emelygavea the dragonbone totem of thorny skin [power 72] (12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour Changes stats: +2 Con Changes resistances: +3% acid Maximum wards: +8 acid / +8 nature / +4 light Talents granted: +4 Lay Web +2 Ward Mental save: +25 (+7 eff.) Equilibrium when hit: +0.16 Maximum hate: +6.00 It can be used to harden the skin for 7 turns increasing armour by 72 and armour hardiness by 70%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+4 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 21 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Lisamira the ash wand of trap destruction [power 52] (14 cooldown) Lisamira the ash wand of trap destruction [power 52] (14 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes resistances: +6% cold Blindness immunity: +10% Maximum vim: +7.00 It can be used to disarm traps (52 bonus disarm power, based on Magic) along a range 5 line, putting all charms on cooldown for 14 turns. When used: 100% chance to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+3 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 359 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 21 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Temporal Wyrm Heart Temporal Wyrm HeartPowered by arcane forces 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of Rantha the Abomination. It shines with temporal energies. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Maraie the Doomelf Alchemist level 33
8th Mirth 123rd year of Ascendancy at 17:38 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Maraie the Doomelf Alchemist level 39
12nd Haze 123rd year of Ascendancy at 03:04 see stats
Against all odds
Killed Ukruk in the ambush.By Maraie the Doomelf Alchemist level 33
65th Pyre 123rd year of Ascendancy at 02:08 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Maraie the Doomelf Alchemist level 29
1st Time of Balance 123rd year of Ascendancy at 07:42 see stats
Arachnophobia
Destroyed the spydric menace.By Maraie the Doomelf Alchemist level 38
74th Dusk 123rd year of Ascendancy at 20:57 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Maraie the Doomelf Alchemist level 37
71st Dusk 123rd year of Ascendancy at 14:35 see stats
Back and there again
Opened a portal to the Far East from Maj'Eyal.By Maraie the Doomelf Alchemist level 47
33rd Regrowth 124th year of Ascendancy at 02:11 see stats
Brave new world
Went to the Far East and took part in the war.By Maraie the Doomelf Alchemist level 36
66th Dusk 123rd year of Ascendancy at 10:54 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Maraie the Doomelf Alchemist level 30
50th Pyre 123rd year of Ascendancy at 13:57 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Maraie the Doomelf Alchemist level 20
2nd Allure 123rd year of Ascendancy at 10:16 see stats
Demonic Invasion
Stopped a demonic invasion by closing their portal.By Maraie the Doomelf Alchemist level 40
20th Haze 123rd year of Ascendancy at 22:04 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Maraie the Doomelf Alchemist level 35
2nd Flare 123rd year of Ascendancy at 17:53 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Maraie the Doomelf Alchemist level 45
40th Haze 123rd year of Ascendancy at 20:52 see stats
Evil denied
Won ToME by preventing the Void portal from opening.By Maraie the Doomelf Alchemist level 50
44th Regrowth 124th year of Ascendancy at 07:10 see stats
Exterminator
Killed 1000 creatures.By Maraie the Doomelf Alchemist level 17
60th Haze 122nd year of Ascendancy at 02:25 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Maraie the Doomelf Alchemist level 18
74th Haze 122nd year of Ascendancy at 08:06 see stats
Fear me not!
Survived the Fearscape!By Maraie the Doomelf Alchemist level 47
40th Regrowth 124th year of Ascendancy at 20:41 see stats
Fear of Fours
Killed all four bosses of the Slime Tunnels.By Maraie the Doomelf Alchemist level 47
40th Regrowth 124th year of Ascendancy at 21:47 see stats
Gem of the Moon
Completed the Master Jeweler quest with Limmir.By Maraie the Doomelf Alchemist level 46
56th Haze 123rd year of Ascendancy at 18:04 see stats
Guiding Hand
Saved all escorted adventurers.By Maraie the Doomelf Alchemist level 33
3rd Summertide 123rd year of Ascendancy at 19:17 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By Maraie the Doomelf Alchemist level 5
77th Pyre 122nd year of Ascendancy at 12:42 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Maraie the Doomelf Alchemist level 16
23rd Haze 122nd year of Ascendancy at 17:48 see stats
I cleared the room of death and all I got was this lousy achievement!
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Maraie the Doomelf Alchemist level 38
71st Dusk 123rd year of Ascendancy at 17:18 see stats
Level 10
Got a character to level 10.By Maraie the Doomelf Alchemist level 10
79th Dusk 122nd year of Ascendancy at 05:33 see stats
Level 20
Got a character to level 20.By Maraie the Doomelf Alchemist level 20
5th Decay 122nd year of Ascendancy at 20:11 see stats
Level 30
Got a character to level 30.By Maraie the Doomelf Alchemist level 30
50th Pyre 123rd year of Ascendancy at 09:35 see stats
Level 40
Got a character to level 40.By Maraie the Doomelf Alchemist level 40
20th Haze 123rd year of Ascendancy at 14:09 see stats
Level 50
Got a character to level 50.By Maraie the Doomelf Alchemist level 50
42nd Regrowth 124th year of Ascendancy at 23:00 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Maraie the Doomelf Alchemist level 47
33rd Regrowth 124th year of Ascendancy at 06:03 see stats
Now, this is impressive!
Killed Linaniil, the Supreme Archmage of Angolwen.By Maraie the Doomelf Alchemist level 47
26th Regrowth 124th year of Ascendancy at 04:41 see stats
Once bitten, twice shy
Escaped the Anteroom of Agony.By Maraie the Doomelf Alchemist level 24
1st Regrowth 123rd year of Ascendancy at 08:14 see stats
Orcrist
Killed the leaders of the Orc Pride.By Maraie the Doomelf Alchemist level 45
41st Haze 123rd year of Ascendancy at 04:36 see stats
Overpowered!
Did over 6000 damage in one attack.By Maraie the Doomelf Alchemist level 44
32nd Haze 123rd year of Ascendancy at 20:50 see stats
Race through fire
Raced through the fires of the Charred Scar to stop the Sorcerers.By Maraie the Doomelf Alchemist level 41
22nd Haze 123rd year of Ascendancy at 06:26 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Maraie the Doomelf Alchemist level 8
59th Dusk 122nd year of Ascendancy at 02:10 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Maraie the Doomelf Alchemist level 26
11st Regrowth 123rd year of Ascendancy at 00:47 see stats
Size is everything
Did over 1500 damage in one attack.By Maraie the Doomelf Alchemist level 33
64th Pyre 123rd year of Ascendancy at 22:05 see stats
Size matters
Did over 600 damage in one attack.By Maraie the Doomelf Alchemist level 18
73rd Haze 122nd year of Ascendancy at 13:09 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Maraie the Doomelf Alchemist level 35
2nd Flare 123rd year of Ascendancy at 18:45 see stats
Sufficiently Advanced Technology
Put five points into each of the tinker-crafting talents as any mage class.By Maraie the Doomelf Alchemist level 25
9th Regrowth 123rd year of Ascendancy at 22:47 see stats
Tactical master
Fought the two Sorcerers without closing any invocation portals.By Maraie the Doomelf Alchemist level 50
44th Regrowth 124th year of Ascendancy at 07:09 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Maraie the Doomelf Alchemist level 45
41st Haze 123rd year of Ascendancy at 08:00 see stats
The Sun Still Shines
Aeryn survived the last battle.By Maraie the Doomelf Alchemist level 50
44th Regrowth 124th year of Ascendancy at 07:10 see stats
The bigger the better!
Did over 3000 damage in one attack.By Maraie the Doomelf Alchemist level 40
20th Haze 123rd year of Ascendancy at 20:21 see stats
The secret city
Discovered the truth about mages.By Maraie the Doomelf Alchemist level 16
54th Haze 122nd year of Ascendancy at 22:14 see stats
There and back again
Opened a portal to Maj'Eyal from the Far East.By Maraie the Doomelf Alchemist level 38
7th Haze 123rd year of Ascendancy at 13:49 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Maraie the Doomelf Alchemist level 27
22nd Regrowth 123rd year of Ascendancy at 10:54 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Maraie the Doomelf Alchemist level 11
6th Haze 122nd year of Ascendancy at 01:43 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Maraie the Doomelf Alchemist level 33
64th Pyre 123rd year of Ascendancy at 22:20 see stats
Log
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 7 turns (stop reason: interesting character).
Saving done.
A portal opens behind Ukllmswwik.
Accepted quest 'The Temple of Creation'! (Press 'j' to see the quest log)
Quest 'The Temple of Creation' status updated! (Press 'j' to see the quest log)
There is a Portal to the Temple of Creation here (press '' or right click to use).
Saving game...
Saving done.
You arrive deep under water, at the sea floor, as you look upwards you only see a glimpse of light coming through.
You should be crushed by the pressure, but strangely you feel no discomfort.
All around you there is only water as far as you can see, except to your left, a giant coral structure. This is probably the temple of Creation.
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Maraie deactivates Premonition.
Maraie deactivates Defensive Posture.
Maraie deactivates Keen Senses.
Maraie deactivates Body of Fire.
The raging fire around Maraie calms down and disappears.
Maraie deactivates Chant of Resistance.
Maraie deactivates Staff Warding.
Maraie deactivates Living Lightning.
Maraie deactivates Disciple of Dusk.
Maraie deactivates Mutation.
Maraie deactivates Ice Core.
Maraie deactivates Range Amplification Device.
Maraie deactivates Poison Infusion.
Maraie deactivates Arcane Harmony.
