Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Exponential Leveling 1.4.3Exponential 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
Items Vault 1.4.8Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Ogre |
Class | Wyrmic |
Level / Exp | 50 / 2036% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 148 (base 60) |
Dexterity | 107 (base 60) |
Constitution | 98 (base 60) |
Magic | 84 (base 62) |
Willpower | 94 (base 60) |
Cunning | 133 (base 60) |
Resources
Life | 2364/2364 |
Stamina | 477/477 |
Equilibrium | 45 |
Healing Factor | 1.22 |
Regeneration | 23.218675718246 |
Speed
Mental | +3.25253833397% |
Attack | +13.25253833397% |
Movement | +86.38489950913% |
Spell | 0% |
Global | +120% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 9 |
See Stealth | 10 |
See Invisible | 8 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon |
Offense: Mainhand
Damage | 321 |
Accuracy | 98 |
Crit Chance | 126% |
APR | 58 |
Speed | 0.97 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 22.5 |
Crit Chance | 54% |
Speed | 1 |
Offense: Mind
Mindpower | 73 |
Crit Chance | 76% |
Speed | 0.8829824167394 |
Offense: Damage Bonus
All | +7% |
Offense: Damage Penetration
All | +8% |
Defense: Base
Armour (hardiness) | 125.93187045729 (100%) |
Defense | 75 |
Ranged Defense | 79 |
Fatigue | 0 |
Physical Save | 89 |
Spell Save | 89 |
Mental Save | 88 |
Defense: Resistances
All | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Disarm Resistance | 68% |
Knockback Resistance | 97% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse 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 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 1044 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: SunUse 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 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 48). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 95) for 3 turns. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Higher draconic abilities | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.50 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fire drake aspect | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Ogre | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Technique / Mobility | 1.10 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Precise Strikes |
talent | Wild Growth |
talent | Lacerating Strikes |
talent | Icy Skin |
talent | Elemental Harmony |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
detrimental effect | Your arcane powers are disrupted by your antimagic equipment. Antimagic Disruption |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You 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 kept the Orb of Many Ways despite Tannen's request to study it. You must now 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 Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Yvibrevea the stone troll. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by Glorarimina the sandworm. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by grave wight. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You failed to protect the lost anorithil from death by Dumdum. Escort: lost anorithil (level 1 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Silonor the warg. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Betith the skeleton assassin. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You failed to protect the lost warrior from death by skeleton magus. Escort: lost warrior (level 3 of Dreadfell) | failed |
You failed to protect the repented thief from death by Silyrassra the vampire. Escort: repented thief (level 4 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 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: 1213. | 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. You have been shown a secret entrance to his stronghold. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of drakeskin leather boots 'Scabflash' (0 def, 5 armour) pair of drakeskin leather boots 'Scabflash' (0 def, 5 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Damage when hit (Melee): 4 nature Changes stats: +3 Cun / +1 Dex Changes resistances: +12% lightning / +15% temporal / +12% cold / +3% fire / +6% acid Life regen: +5.10 Stamina each turn: +0.70 Maximum life: +54.00 Infravision radius: +1 Movement speed: +10% Healing mod.: +22% A pair of boots made of leather. |
Light source | Porylera the alchemist's lamp Porylera the alchemist's lampCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +9 Defense: +9 (+3 eff.) Damage when hit (Melee): 4 blight Changes resistances penetration: +8% all Physical save: +13 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +24 (+5 eff.) Maximum mana: +60.00 Spellpower: +12 (+2 eff.) Light radius: +4 See stealth: +10 See invisible: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | voratun helm 'Hanista' (10 def, 5 armour) voratun helm 'Hanista' (10 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +5 Defense: +10 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn Changes stats: +3 Dex / +2 Mag / +3 Wil / +9 Cun Changes resistances: +13% fire / +22% mind / +14% cold Changes damage: +6% temporal Reduces incoming crit damage: 5.00% Mental save: +30 (+6 eff.) Confusion immunity: +33% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | hardened leather gloves 'Swamptyphoon' (0 def, 2 armour) hardened leather gloves 'Swamptyphoon' (0 def, 2 armour)Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Physical power: +6 (+0 eff.) Armour: +2 Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 19 mind / 19 darkness Changes stats: +4 Str / +3 Wil / +3 Con Changes resistances: +8% blight / +9% cold / +3% nature / +3% darkness Changes resistances penetration: +10% nature Talent mastery: +0.20 Technique / Grappling Spell save: +11 (+2 eff.) Mental save: -10 (-2 eff.) Disarm immunity: +29% Mindpower: +7 (+1 eff.) When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 3). When this weapon hits: Reproach (10% chance level 3). On weapon hit: * Slows global speed by 13% * 15% chance to corrode armour It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Layita (dig speed 3 turns) Layita (dig speed 3 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +4 Defense: +6 (+2 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +3 Str / +1 Dex Changes resistances: +10% physical Changes damage: +24% mind / +26% fire Reduces incoming crit damage: 10.00% Physical save: +3 (+1 eff.) Mental save: +16 (+3 eff.) Life regen: +0.60 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+0 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
On fingers | Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+0 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Shield defense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Superiority +0.30 Technique / Pugilism +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Around neck | Grinaran the voratun amulet Grinaran the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -9% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 16 physical Changes stats: +8 Str / +8 Dex / +8 Cun / +14 Con Changes resistances: +6% lightning Physical save: +20 (+4 eff.) Spell save: +20 (+4 eff.) Life regen: +2.90 Stamina each turn: +1.20 Maximum life: +67.00 Movement speed: +10% Amulets can have magical properties. |
In main hand | Mayyba the voratun greatmaul (68.5-102.75 power, 4 apr) Mayyba the voratun greatmaul (68.5-102.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8 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: * 38% chance to daze On weapon crit: * wounds the target reducing their healing Damage (Melee): +8 physical / +28 temporal / +28 nature Burst (radius 2) on crit: +8 physical When wielded/worn: Armour penetration: +3 Physical crit. chance: +21.0% Physical power: +20 (+1 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +6 Str / +6 Dex / +5 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances: +1% physical Changes resistances penetration: +21% lightning / +15% physical / +5% blight Reduces incoming crit damage: 5.00% Life regen: +0.40 Maximum life: +20.00 Massive two-handed mauls. |
Around waist | Islibrerin IslibrerinInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +12 Defense: +14 (+4 eff.) Changes stats: +6 Str / +7 Dex / +2 Mag / +6 Wil / +7 Cun Changes resistances: +12% temporal Changes resistances penetration: +10% temporal Changes damage: +3% blight Reduced damage from: +42% Summoned Physical save: +40 (+8 eff.) Spell save: +22 (+5 eff.) Mental save: +18 (+3 eff.) A belt that goes around your waist. |
In off hand | Summertide (17 def, 15 armour, 52-62.4 power, 260 block) Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Willpower 28 - Strength 20 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Light Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+5 eff.) Ranged Defense: +17 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+3 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+1 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 93.37 to 116.71 light damage (based on Willpower and Cunning), costing 7 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Cloak | Gydhera (3 def, 0 armour) Gydhera (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Changes stats: +5 Dex / +8 Wil / +11 Cun / +2 Con Grants telepathy: Dragon Reduces incoming crit damage: 10.00% Physical save: +13 (+3 eff.) Mental save: +13 (+2 eff.) Only die when reaching: -50.00 life Mental crit. chance: +8% Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Rootrock (20 def, 24 armour) Rootrock (20 def, 24 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Armour: +24 Defense: +20 (+6 eff.) Fatigue: +26% Effects on melee hit: * Slows global speed by 30% * 15% chance to corrode armour Changes stats: +4 Str / +3 Dex / +3 Cun / +5 Con Changes resistances: +9% acid / +12% physical / +10% fire / +10% lightning / +33% cold Talent cooldown: Rush (-5 turns) Mental save: +23 (+4 eff.) Disarm immunity: +39% Stun/Freeze immunity: +26% Knockback immunity: +37% Maximum life: +40.00 Maximum stamina: +10.00 A suit of armour made of metal plates. |
Inventory
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. |
Churuidir ChuruidirInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +11% temporal Changes damage: +9% mind Pinning immunity: +20% Knockback immunity: +20% Amulets can have magical properties. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+3 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 5.2 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 406.27 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Goraleg GoralegPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +2 Wil Changes resistances penetration: +5% mind Changes damage: +3% temporal Physical save: +16 (+4 eff.) Spell save: +24 (+5 eff.) Mental save: +25 (+5 eff.) Blindness immunity: +35% Teleport immunity: +50% Maximum psi: +30.00 Mindpower: +8 (+1 eff.) Infravision radius: +6 Sight radius: +2 See invisible: +24 It can be used to teleport you randomly (rad 60), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
Porurimina the voratun amulet Porurimina the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+0 eff.) Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +10 Str / +6 Con Changes resistances: +3% acid / +2% physical / +3% darkness / +9% temporal Changes damage: +9% physical Physical save: +40 (+8 eff.) Spell save: +6 (+1 eff.) Life regen: +2.40 Maximum life: +80.00 Combat speed: +10% Amulets can have magical properties. |
Shard of Insanity Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+7 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) It can be used to activate talent Inner Demons (costing 17 power out of 30/30) : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 23% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Voidpower VoidpowerInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +4 Defense: +11 (+3 eff.) Damage when hit (Melee): 8 blight Changes stats: +6 Wil Changes resistances: +12% darkness Changes resistances cap: +2% all Changes resistances penetration: +5% darkness Changes damage: +9% blight Physical save: +7 (+2 eff.) Blindness immunity: +29% Infravision radius: +5 Sight radius: +2 See invisible: +12 Amulets can have magical properties. |
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... |
Xith XithInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Defense: +5 (+2 eff.) Effects on melee hit: * 30 arcane resource burn Changes stats: +4 Cun / +1 Con Changes resistances: +6% nature / +9% cold Changes resistances cap: +3% all Physical save: +19 (+4 eff.) Blindness immunity: +22% Infravision radius: +5 Sight radius: +2 See invisible: +8 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. |
Dazzlejeer DazzlejeerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +9 (+0 eff.) Changes resistances: +6% light / +15% fire Changes damage: +6% all Confusion immunity: +10% Stun/Freeze immunity: +10% Spellpower: +10 (+2 eff.) Mindpower: +11 (+2 eff.) Rings can have magical properties. |
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. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 64.06 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 18 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+3 eff.) Knockback immunity: +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Isorathra the copper ring Isorathra the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +5 Cun / +5 Dex Mental save: +6 (+1 eff.) Pinning immunity: +5% Knockback immunity: +15% Rings can have magical properties. |
Issyroddaleg IssyroddalegCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Spell save: +3 (+1 eff.) Disease immunity: +10% Stun/Freeze immunity: +25% Life regen: +1.40 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
Layomina the steel ring Layomina the steel ringRequires: - Level 15 Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +6 Changes stats: +3 Str / +2 Dex / +1 Cun Changes resistances: +9% acid / +3% fire Spell save: +3 (+1 eff.) Mental save: +6 (+1 eff.) Confusion immunity: +22% Rings can have magical properties. This item has been sent to the Item's Vault. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+4 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 17 power out of 30/30) : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Samurand SamurandPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +4 (+1 eff.) Physical power: +7 (+0 eff.) Changes stats: +12 Mag / +10 Wil Critical mult.: +3.00% Life regen: +0.80 Spellpower: +27 (+4 eff.) Mindpower: +10 (+2 eff.) Rings can have magical properties. |
Striketouch StriketouchInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Con Changes resistances: +3% temporal / +6% light / +3% cold / +38% nature / +5% arcane Changes damage: +19% nature / +6% lightning Maximum encumbrance: +40 Spell save: +20 (+4 eff.) Maximum stamina: +32.00 Rings can have magical properties. |
Zubyssra ZubyssraPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +12 Mag / +10 Wil Changes damage: +6% arcane Spell save: +3 (+1 eff.) Mental save: +8 (+1 eff.) Confusion immunity: +32% Vim when firing critical spell: +3.00 Spellpower: +20 (+2 eff.) Spell crit. chance: +2% Rings can have magical properties. |
gold ring 'Shadereign' gold ring 'Shadereign'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+0 eff.) Changes stats: +5 Str / +1 Wil / +5 Con Changes resistances: +3% darkness Critical mult.: +10.00% Maximum psi: +10.00 Rings can have magical properties. |
rogue's steel ring of tenacity rogue's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Disarm immunity: +29% Pinning immunity: +22% Knockback immunity: +23% Maximum life: +25.00 Rings can have magical properties. |
Bethille the Blazewake (56.5-84.75 power, 4 apr) Bethille the Blazewake (56.5-84.75 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 40% chance to daze On weapon crit: * wounds the target reducing their healing Damage (Melee): +21 temporal / +26 nature When wielded/worn: Armour penetration: +16 Physical crit. chance: +20.0% Physical power: +20 (+1 eff.) Damage when hit (Melee): 4 arcane / 4 lightning Changes resistances: +5% arcane / +9% lightning Changes resistances penetration: +21% physical Changes damage: +20% physical Massive two-handed battleaxes. |
Lustretrial the voratun battleaxe (54.5-81.75 power, 4 apr) Lustretrial the voratun battleaxe (54.5-81.75 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.5 - 81.8 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * wounds the target reducing their healing Damage (Melee): +21 mind / +17 lightning Burst (radius 2) on crit: +8 light When wielded/worn: Physical crit. chance: +14.0% Physical power: +12 (+0 eff.) Changes stats: +1 Dex Changes resistances: +6% light Light radius: +1 It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed battleaxes. |
Pitchwilter (63.5-95.25 power, 4 apr) Pitchwilter (63.5-95.25 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 63.5 - 95.3 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: +10.0% Attack speed: 100% On weapon hit: * 30 arcane resource burn On weapon crit: * burns latent spell energy Burst (radius 2) on crit: +4 darkness When wielded/worn: Accuracy: +21 (+4 eff.) Fatigue: -4% Changes stats: +10 Str Changes resistances: +6% darkness / +14% all Changes resistances penetration: +21% nature Changes damage: +21% physical Blindness immunity: +20% Silence immunity: +20% Pinning immunity: +15% Stamina each turn: +0.20 Stamina when hit: +3.00 Massive two-handed battleaxes. |
voratun battleaxe 'Ichorqueller' (76-114 power, 4 apr) voratun battleaxe 'Ichorqueller' (76-114 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. Base power: 76.0 - 114.0 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 42% chance to gain 10% of a turn * 68% chance to disease Damage (Melee): +64 blight / +4 nature When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances penetration: +10% nature / +5% temporal Changes damage: +3% darkness / +6% nature Disease immunity: +32% Massive two-handed battleaxes. |
voratun battleaxe 'Sootveil' (56-84 power, 4 apr) voratun battleaxe 'Sootveil' (56-84 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0 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: * 42% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +24 mind When wielded/worn: Damage when hit (Melee): 20 temporal Changes damage: +6% mind / +6% darkness It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. Massive two-handed battleaxes. |
Barkjustice the dwarven-steel dagger (26-33.8 power, 14 apr) Barkjustice the dwarven-steel dagger (26-33.8 power, 14 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 26.0 - 33.8 Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +14 Physical crit. chance: +6.0% Attack speed: 100% Damage Shield penetration (this weapon only): +24% Burst (radius 2) on crit: +8 nature When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +8 (+3 eff.) Changes damage: +6% nature Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 5.00% Disarm immunity: +25% Sharp, short and deadly. |
Belulaith (27.5-35.75 power, 9 apr) Belulaith (27.5-35.75 power, 9 apr)Requires: - Dexterity 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Nature Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 21% chance to cause random gloom Damage (Melee): +14 insidious poison / +4 temporal / +17 mind / +5 nature When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes resistances: +6% light / +3% physical Poison immunity: +10% Disease immunity: +5% Sharp, short and deadly. |
Betiriada the voratun dagger (36.5-47.45 power, 9 apr) Betiriada the voratun dagger (36.5-47.45 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing * cripple the target Damage (Melee): +12 light / +4 physical Damage against: +16% Undead When wielded/worn: Physical crit. chance: +17.0% Physical power: +8 (+0 eff.) Changes resistances: +6% light Changes damage: +12% blight Knockback immunity: +20% Sharp, short and deadly. |
Icy Kill (35-45.5 power, 10 apr) Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical 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. |
Life Drinker (42-54.6 power, 11 apr) Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 30% Wil, 105% Mag, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 23 power out of 50/50) : Effective talent level: 2.0 Power cost: 23 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 7.00 acid and 6.58 blight damage. If not cleared after five turns it will inflict 39.75 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. |
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 30% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical 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. |
Salenne (28.5-37.05 power, 9 apr) Salenne (28.5-37.05 power, 9 apr)Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 111% On weapon crit: * cripple the target Damage (Melee): +34 insidious poison When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +4.0% Changes stats: +1 Str / +4 Dex / +2 Wil / +2 Cun / +2 Con Grants telepathy: Dragon See invisible: +6 Sharp, short and deadly. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 30% Wil, 50% Mag, 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 30% Wil, 50% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+5 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
dwarven-steel dagger 'Lightningviper' (27.5-35.75 power, 7 apr) dwarven-steel dagger 'Lightningviper' (27.5-35.75 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 27.5 - 35.8 Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 6% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +8 lightning Burst (radius 1) on hit: +4 fire When wielded/worn: Changes resistances: +4% all Changes resistances penetration: +6% nature / +10% fire Changes damage: +3% lightning Sharp, short and deadly. |
dwarven-steel dagger 'Starbringer' (19.5-25.35 power, 7 apr) dwarven-steel dagger 'Starbringer' (19.5-25.35 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 111% On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +8 acid Burst (radius 1) on hit: +8 acid When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +5.0% Damage when hit (Melee): 12 acid Changes stats: +3 Dex Changes resistances: +6% light Sharp, short and deadly. |
stralite dagger 'Nimbustickler' (27-35.1 power, 9 apr) stralite dagger 'Nimbustickler' (27-35.1 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing Damage (Melee): +20 lightning / +11 temporal Burst (radius 1) on hit: +7 fire When wielded/worn: Physical crit. chance: +8.0% Physical power: +10 (+0 eff.) Damage when hit (Melee): 11 temporal Changes resistances: +9% temporal Changes resistances penetration: +10% arcane Changes damage: +12% lightning Sharp, short and deadly. |
voratun dagger 'Galeoracle' (45-58.5 power, 9 apr) voratun dagger 'Galeoracle' (45-58.5 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning Burst (radius 2) on crit: +12 lightning When wielded/worn: Armour penetration: +7 Changes resistances: +3% lightning Changes resistances penetration: +12% physical Changes damage: +9% physical Poison immunity: +10% Disarm immunity: +5% Knockback immunity: +15% Sharp, short and deadly. |
voratun dagger 'Isuribeth' (38-49.4 power, 9 apr) voratun dagger 'Isuribeth' (38-49.4 power, 9 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * 12 arcane resource burn * 25% chance to remove a magical effect Damage Shield penetration (this weapon only): +10% Damage (Melee): +15 nature When wielded/worn: Accuracy: +11 (+2 eff.) Changes stats: +3 Str / +1 Con Changes resistances: +5% arcane / +3% temporal Changes damage: +8% physical Physical save: +10 (+2 eff.) Stamina when hit: +2.00 Maximum life: +10.00 Sharp, short and deadly. |
voratun dagger 'Layimina' (46.5-60.45 power, 9 apr) voratun dagger 'Layimina' (46.5-60.45 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 46.5 - 60.5 Uses stats: 30% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 111% When wielded/worn: Accuracy: +23 (+4 eff.) Defense: +11 (+3 eff.) Damage when hit (Melee): 4 mind Changes stats: +6 Dex Changes resistances: +9% darkness Mental save: +15 (+3 eff.) Blindness immunity: +5% Disarm immunity: +37% Stun/Freeze immunity: +5% Sharp, short and deadly. |
Flashmark the voratun greatmaul (67-100.5 power, 4 apr) Flashmark the voratun greatmaul (67-100.5 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.0 - 100.5 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: * 25% chance to put talents on cooldown Damage (Melee): +84 insidious poison When wielded/worn: Physical power: +21 (+2 eff.) Armour: +4 Effects on melee hit: * 15% chance to blind Changes stats: +10 Con Changes resistances: +6% mind / +3% temporal Changes resistances penetration: +21% physical Reduces incoming crit damage: 15.00% Mental save: +3 (+0 eff.) Disarm immunity: +49% Confusion immunity: +5% Massive two-handed mauls. |
Gunodemas the dwarven-steel greatmaul (49.5-74.25 power, 2 apr) Gunodemas the dwarven-steel greatmaul (49.5-74.25 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 49.5 - 74.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * Slows global speed by 19% * leeches stamina from the target When wielded/worn: Accuracy: +12 (+2 eff.) Defense: +10 (+3 eff.) Damage when hit (Melee): 9 nature slow Changes stats: +3 Con Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +32% See invisible: +12 Massive two-handed mauls. |
Gunodemas the dwarven-steel greatmaul (49.5-74.25 power, 2 apr) Gunodemas the dwarven-steel greatmaul (49.5-74.25 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 49.5 - 74.3 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * Slows global speed by 19% * leeches stamina from the target When wielded/worn: Accuracy: +12 (+2 eff.) Defense: +10 (+3 eff.) Damage when hit (Melee): 9 nature slow Changes stats: +3 Con Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +32% See invisible: +12 Massive two-handed mauls. This item has been sent to the Item's Vault. |
Strikedredge the dwarven-steel greatmaul (38-57 power, 2 apr) Strikedredge the dwarven-steel greatmaul (38-57 power, 2 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 38.0 - 57.0 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: +1.5% Attack speed: 111% On weapon hit: * 10 arcane resource burn * disrupts spell-casting Damage (Melee): +9 temporal / +13 nature Damage against: +14% Unnatural When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Dex Changes resistances: +3% cold / +6% temporal Changes damage: +9% lightning Massive two-handed mauls. |
Polimira the Dawnkill (39.5-63.2 power, 2 apr) Polimira the Dawnkill (39.5-63.2 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 39.5 - 63.2 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning When wielded/worn: Light radius: +3 Massive two-handed swords. |
Velessra VelessraRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Light Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +19 fire When wielded/worn: Changes stats: +4 Con Changes resistances penetration: +22% physical Changes damage: +17% fire / +20% physical Grants telepathy: Humanoid/Orc Longbows are used to shoot arrows at your foes. |
Gabeth the voratun longsword (40.5-56.7 power, 6 apr) Gabeth the voratun longsword (40.5-56.7 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +46 insidious poison When wielded/worn: Physical crit. chance: +15.0% Physical power: +13 (+1 eff.) Fatigue: -2% Changes stats: +2 Cun / +4 Con Changes resistances penetration: +21% physical Reduces incoming crit damage: 5.00% Disarm immunity: +24% Only die when reaching: -40.00 life Maximum stamina: +5.00 Sharp, long, and deadly. |
Glyrin the Heatsun (57-79.8 power, 6 apr) Glyrin the Heatsun (57-79.8 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 57.0 - 79.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +43 insidious poison Burst (radius 2) on crit: +20 fire When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +15% light Changes resistances penetration: +5% acid / +12% fire Global speed: +5% Sharp, long, and deadly. |
Rheran the voratun longsword (43-60.2 power, 6 apr) Rheran the voratun longsword (43-60.2 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Random elemental explosion On weapon crit: * cripple the target * splashes the target with acid Damage Shield penetration (this weapon only): +30% Damage (Melee): +16 acid / +8 physical When wielded/worn: Physical crit. chance: +12.0% Changes resistances penetration: +14% acid / +17% fire / +13% lightning / +13% cold Changes damage: +6% physical Critical mult.: +3.00% Physical save: +6 (+2 eff.) Healing mod.: +15% Sharp, long, and deadly. |
Wildstrike (37-51.8 power, 4 apr) Wildstrike (37-51.8 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 37.0 - 51.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +4 temporal / +9 fire When wielded/worn: Changes resistances: +12% temporal Sharp, long, and deadly. |
Xeronne the Shimmerwitch (59.5-83.3 power, 6 apr) Xeronne the Shimmerwitch (59.5-83.3 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 59.5 - 83.3 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to disease * 20% chance to torment the target Damage (Melee): +16 lightning / +4 blight Burst (radius 1) on hit: +4 lightning When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 12 temporal Changes resistances penetration: +5% temporal / +15% physical / +14% mind / +15% darkness Changes damage: +6% temporal / +15% physical Sharp, long, and deadly. |
voratun longsword 'Murkoozer' (44-61.6 power, 6 apr) voratun longsword 'Murkoozer' (44-61.6 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +22 insidious poison Burst (radius 2) on crit: +8 acid / +4 darkness When wielded/worn: Accuracy: +15 (+3 eff.) Effects on melee hit: * 15% chance to corrode armour Changes stats: +4 Str / +1 Mag / +2 Wil Changes damage: +6% blight / +13% physical Stamina when hit: +2.50 Spellpower on spell critical (stacks up to 3 times): +2 Sharp, long, and deadly. |
Aeroselle the Radiancebringer (56.5-79.1 power, 6 apr) Aeroselle the Radiancebringer (56.5-79.1 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 56.5 - 79.1 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target reducing their healing When wielded/worn: Physical crit. chance: +20.0% Physical power: +23 (+2 eff.) Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 4 light Changes resistances: +9% light Changes damage: +3% light Blunt and deadly. |
Nerurana the Radiancestalker (46.5-65.1 power, 6 apr) Nerurana the Radiancestalker (46.5-65.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 18% chance to inflict damage reduction * 20% chance to curse the target On weapon crit: * wounds the target reducing their healing When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +14.0% Physical power: +15 (+1 eff.) Defense: +12 (+4 eff.) Changes resistances: +6% temporal / +6% fire Changes resistances penetration: +10% light Blindness immunity: +20% Poison immunity: +5% Disarm immunity: +43% Pinning immunity: +5% Blunt and deadly. |
Smearmortal (44-61.6 power, 6 apr) Smearmortal (44-61.6 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * Random elemental explosion Damage (Melee): +15 lightning When wielded/worn: Armour penetration: +11 Physical crit. chance: +12.0% Effects on melee hit: * Slows global speed by 30% * 20% chance to gain 10% of a turn Changes resistances penetration: +14% acid / +14% fire / +13% lightning / +15% cold Changes damage: +9% nature / +15% temporal Critical mult.: +17.00% Blunt and deadly. |
Sootbrand the voratun mace (61-85.4 power, 6 apr) Sootbrand the voratun mace (61-85.4 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 61.0 - 85.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 21 arcane resource burn * leeches stamina from the target On weapon crit: * burns latent spell energy When wielded/worn: Damage when hit (Melee): 14 nature slow / 4 darkness / 8 mind Changes resistances: +6% darkness / +9% mind / +12% light Changes damage: +6% mind Blunt and deadly. |
dwarven-steel mace 'Betodara' (28-39.2 power, 4 apr) dwarven-steel mace 'Betodara' (28-39.2 power, 4 apr)Requires: - Strength 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 28.0 - 39.2 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +7 mind When wielded/worn: Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes resistances: +8% acid / +6% darkness / +10% fire / +9% cold / +8% lightning Changes resistances penetration: +10% mind Physical save: +3 (+1 eff.) Spell save: +16 (+3 eff.) 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. |
Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage) Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 75% Wil, 50% Mag, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 (+5 eff.) Maximum psi: +20.00 Mindpower: +14 (+3 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 14 power out of 25/25) : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (373 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 55% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 34 power out of 60/60) : Effective talent level: 1.0 Power cost: 34 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 54 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Cyretira the Skyvengeance (17-18.7 power, 40 apr, nature damage) Cyretira the Skyvengeance (17-18.7 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. This natural sand should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to daze * 40% chance to corrode armour Damage (Melee): +8 acid Burst (radius 2) on crit: +4 lightning / +8 nature When wielded/worn: Effects on melee hit: * Slows global speed by 52% * 15% chance to corrode armour Damage when hit (Melee): 20 acid / 18 physical Changes resistances: +20% acid / +13% physical Changes resistances penetration: +20% acid / +16% physical Changes damage: +16% acid / +19% physical Physical save: +10 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +10 (+2 eff.) Life regen: +2.00 Equilibrium when hit: +2.50 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Activating this item is instant. It can be used to activate talent Burrow, placing all other charms into a 17 cooldown : Effective talent level: 1.5 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 25 of target armor and 13% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Guvea the living mindstar (15.5-17.05 power, 40 apr, nature damage) Guvea the living mindstar (15.5-17.05 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. This psionic mindstar hates not to be wrathful. This natural venom should be returned to the wyrm. Base power: 15.5 - 17.1 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 14 acid Changes stats: +1 Str / +4 Dex Changes resistances: +11% acid Changes resistances penetration: +20% acid / +11% mind / +12% darkness Changes damage: +15% acid / +19% mind / +15% darkness Physical save: +20 (+4 eff.) Life regen: +2.10 Mindpower: +16 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Xetta the Plaguebiter (17-18.7 power, 40 apr, mind damage) Xetta the Plaguebiter (17-18.7 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 17.0 - 18.7 Uses stats: 80% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +8% blight / +3% mind Changes resistances penetration: +25% mind Changes damage: +28% mind / +25% nature Disease immunity: +21% Hate when firing a critical mind attack: +6.00 Maximum hate: +17.00 Mindpower: +15 (+3 eff.) Mental crit. chance: +11% Life leech chance: +25% Life leech: +23% 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. |
Filthstinger the drakeskin leather sling Filthstinger the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 30% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Burst (radius 1) on hit: +4 nature When wielded/worn: Armour penetration: +3 Physical power: +13 (+1 eff.) Changes stats: +6 Str Changes resistances: +15% acid Changes resistances penetration: +34% physical Life regen: +0.80 Damage Shield penetration: +119% Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 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. Base power: 60.0 - 72.0 Uses stats: 180% Mag, 30% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+6 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 112 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Hurudunagas the dragonbone magestaff (30-36 power, 6 apr, lightning element) Hurudunagas the dragonbone magestaff (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +13.0% Defense: +12 (+4 eff.) Effects on melee hit: * 20% chance to blind Changes stats: +6 Con Changes resistances: +12% blight / +5% arcane / +3% acid Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +20.00% Spell save: +26 (+5 eff.) Life regen: +2.00 Spellpower: +25 (+4 eff.) Spell crit. chance: +5% Light radius: +5 Healing mod.: +30% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 67.68 light damage. Staves designed for wielders of magic, by the greats of the art. |
Kindlenail (30-36 power, 6 apr, cold element) Kindlenail (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +9% fire Changes resistances penetration: +10% nature / +5% fire Changes damage: +30% cold Talent granted: +1 Command Staff Vim when firing critical spell: +4.00 Spellpower: +58 (+8 eff.) Spell crit. chance: +14% It can be used to unleash an elemental blastwave, dealing 92.88 to 111.45 cold damage in a radius 6 around the user, putting all charms on cooldown for 6 turns. Staves designed for wielders of magic, by the greats of the art. |
Ravenwitch (30-36 power, 6 apr, lightning element) Ravenwitch (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Burst (radius 1) on hit: +8 arcane When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 43% chance to inflict damage reduction Damage (Melee): 45 arcane / 35 fire Damage when hit (Melee): 4 arcane Changes damage: +30% lightning / +3% darkness / +9% arcane Talent granted: +1 Command Staff Critical mult.: +40.00% Maximum mana: +120.00 Spellpower: +32 (+4 eff.) Spell crit. chance: +8% See invisible: +13 It can be used to project a bolt elemental energy from the staff (to range 10) dealing 92.88 to 111.45 lightning damage, putting all charms on cooldown for 3 turns. 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 Base power: 0.0 - 0.0 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% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+1 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
dragonbone magestaff 'Urtheruiyon' (40-48 power, 6 apr, cold element) dragonbone magestaff 'Urtheruiyon' (40-48 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 40.0 - 48.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 arcane Changes stats: +3 Wil Changes resistances: +20% cold Changes damage: +40% cold Talent granted: +1 Command Staff Mana each turn: +0.29 Maximum mana: +70.00 Maximum vim: +40.00 Spellpower: +25 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Camichik' (30-36 power, 6 apr, light element) dragonbone starstaff 'Camichik' (30-36 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 30% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 blight When wielded/worn: Defense: +15 (+5 eff.) Damage (Melee): 10 % chance of confusion Changes stats: +2 Dex / +1 Wil / +2 Con Changes damage: +30% light Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Maximum vim: +20.00 Spellpower: +21 (+3 eff.) Spell crit. chance: +19% Damage Shield penetration: +10% Staves designed for wielders of magic, by the greats of the art. |
Rhiyadig (53.5-85.6 power, 16 apr) Rhiyadig (53.5-85.6 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.5 - 85.6 Uses stats: 30% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +19 darkness / +8 arcane / +26 light Damage against: +24% Undead / +23% Living When wielded/worn: Damage when hit (Melee): 16 arcane Changes stats: +1 Mag Changes resistances penetration: +19% mind / +21% darkness Spell crit. chance: +4% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. This item has been sent to the Item's Vault. |
Beletha the Ebonywire (40-56 power, 6 apr) Beletha the Ebonywire (40-56 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% Damage (Melee): +46 insidious poison / +12 darkness Burst (radius 2) on crit: +21 ice / +8 mind When wielded/worn: Armour penetration: +10 Physical crit. chance: +14.0% Armour: +13 Changes resistances: +3% fire Changes resistances penetration: +5% fire / +10% mind / +15% cold Changes damage: +9% darkness Critical mult.: +19.00% One-handed war axes. |
voratun waraxe 'Dusknull' (41-57.4 power, 6 apr) voratun waraxe 'Dusknull' (41-57.4 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 1) on hit: +4 physical When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +13.0% Changes stats: +5 Str / +3 Dex / +1 Con Changes resistances: +7% all Changes resistances penetration: +12% nature / +15% darkness Changes damage: +13% physical Stamina when hit: +2.10 One-handed war axes. |
voratun waraxe 'Elawyn' (40.5-56.7 power, 6 apr) voratun waraxe 'Elawyn' (40.5-56.7 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +20 mind When wielded/worn: Physical crit. chance: +15.0% Changes stats: +3 Wil Changes resistances: +9% light Reduces incoming crit damage: 5.00% Spell save: +10 (+2 eff.) Mental save: +27 (+5 eff.) Vim when firing critical spell: +1.00 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% It can be used to project a melee attack out to range 10, dealing 150% (mind) weapon damage, putting all charms on cooldown for 4 turns. One-handed war axes. |
voratun waraxe 'Urthildir' (54.5-76.3 power, 6 apr) voratun waraxe 'Urthildir' (54.5-76.3 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 54.5 - 76.3 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect * 25% chance to put talents on cooldown Damage (Melee): +20 nature Burst (radius 1) on hit: +8 physical When wielded/worn: Physical crit. chance: +1.0% Physical power: +4 (+0 eff.) Changes resistances: +12% light Physical save: +20 (+4 eff.) Only die when reaching: -80.00 life Maximum stamina: +5.00 One-handed war axes. |
Adysenn AdysennInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Changes stats: +5 Dex / +1 Wil / +5 Cun / +7 Lck Changes resistances: +8% lightning / +10% temporal Critical mult.: +20.00% Trap disarming bonus: +11 Stealth bonus: +9 Equilibrium when hit: +0.08 Mental crit. chance: +4% Infravision radius: +5 A belt that goes around your waist. |
Elytira ElytiraInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +1.0% Physical power: +10 (+0 eff.) Changes stats: +5 Str / +4 Con Reduces incoming crit damage: 15.00% Physical save: +9 (+2 eff.) Stamina each turn: +0.20 Only die when reaching: -60.00 life Size category: +1 A belt that goes around your waist. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+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 17 power out of 30/30) : Effective talent level: 4.8 Power cost: 17 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 39% chance to completely evade them and granting you 61 defense for 14 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+2 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
drakeskin leather belt 'Beturinor' drakeskin leather belt 'Beturinor'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +13 Defense: +14 (+4 eff.) Damage when hit (Melee): 8 arcane Changes stats: +2 Mag Changes resistances: +13% light / +14% darkness Changes damage: +6% blight / +3% mind Reduced damage from: +45% Summoned Physical save: +21 (+5 eff.) Spell save: +6 (+1 eff.) Maximum mana: +40.00 A belt that goes around your waist. |
rough leather belt of burglary rough leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +4 Cun / +5 Lck Trap disarming bonus: +7 Stealth bonus: +6 Infravision radius: +4 A belt that goes around your waist. |
Ethereal Embrace (10 def, 0 armour) Ethereal Embrace (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +8 Mag Changes resistances: +12% arcane / +12% darkness Changes damage: +15% arcane / +15% darkness Talent masteries: +0.10 Spell / Aether +0.20 Spell / Arcane +0.20 Spell / Nightfall Spellpower on spell critical (stacks up to 3 times): +5 Spell crit. chance: +6% Damage Shield Duration: +1 Damage Shield Power: +15% Damage shields have +1 duration and +15% power It can be used to activate talent Aether Breach (costing 16 power out of 28/28) : Effective talent level: 2.0 Power cost: 16 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell Description: Rupture reality to temporarily open a passage to the aether, triggering 3 random arcane explosions in the target area. Each explosion does 53.06 arcane damage in radius 2, and will each trigger at one turn intervals. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
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 (+4 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 382.59 cold damage and condensing the air into freezing vapors that deal 127.53 cold damage (based on Magic) each turn for 10 turns, costing 17 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+4 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 11 power out of 18/18) : Effective talent level: 4.0 Power cost: 11 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 49.14 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Threads of Fate (10 def, 0 armour) Threads of Fate (10 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+4 eff.) Spell save: +20 (+4 eff.) Mental save: +20 (+4 eff.) Confusion immunity: +40% Spellpower: +8 (+1 eff.) It can be used to activate talent See the Threads (costing 28 power out of 50/50) : Effective talent level: 1.0 Power cost: 28 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
Xeryyanne the elven-silk cloak (3 def, 0 armour) Xeryyanne the elven-silk cloak (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +27 (+5 eff.) Defense: +3 (+1 eff.) Fatigue: -9% Effects on melee hit: * 15% chance to corrode armour Changes stats: +3 Str / +3 Dex / +4 Cun / +4 Con Changes resistances: +9% blight / +9% lightning / +6% light / +3% acid Spell save: +25 (+5 eff.) Maximum life: +81.00 Maximum stamina: +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
battlemaster's cashmere cloak of the guardian (12 def, 4 armour) battlemaster's cashmere cloak of the guardian (12 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +4 Defense: +12 (+4 eff.) Changes stats: +2 Str / +3 Dex / +3 Con Talent mastery: +0.30 Technique / Combat training Physical save: +19 (+4 eff.) Spell save: +2 (+1 eff.) Mental save: +15 (+3 eff.) Stamina each turn: +0.50 Mana each turn: -0.22 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+0 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+5 eff.) Blindness immunity: +50% Spellpower: +30 (+4 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Boltnigh the woollen robe (0 def, 0 armour) Boltnigh the woollen robe (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% acid / +10% physical / +15% darkness / +12% fire / +12% mind / +12% cold Changes damage: +6% acid / +6% physical / +10% darkness / +3% lightning / +5% fire / +12% mind / +6% cold Talent cooldown: Refit Golem (-2 turns) Maximum life: +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dimwitch the silk robe (3 def, 0 armour) Dimwitch the silk robe (3 def, 0 armour)Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Effects when hit in melee: * Slows global speed by 7% * 4 arcane resource burn Changes stats: +4 Cun Changes resistances: +20% mind / +24% darkness Changes resistances penetration: +10% darkness Changes damage: +3% darkness / +3% lightning Critical mult.: +14.00% Physical save: +14 (+3 eff.) Spell save: +16 (+3 eff.) Mental save: +28 (+5 eff.) Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eremilathasta the Singekin (5 def, 0 armour) Eremilathasta the Singekin (5 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +6 Str / +8 Mag / +7 Wil / +10 Con Changes resistances: +14% lightning / +12% cold / +15% fire / +28% nature / +9% acid Changes resistances penetration: +20% acid Changes damage: +12% lightning / +14% physical / +17% cold / +36% nature / +6% fire Poison immunity: +41% Disease immunity: +42% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (8 def, 2 armour) Firewalker (8 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / -10% cold Changes resistances penetration: +20% fire Changes damage: +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Infernowreath (0 def, 0 armour) Infernowreath (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Physical power: +4 (+0 eff.) Changes stats: +3 Mag / +3 Wil / +7 Con Changes resistances penetration: +10% fire / +5% physical Changes damage: +12% nature Poison immunity: +47% Disease immunity: +50% Silence immunity: +25% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +9 (+2 eff.) Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+2 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 90.67 to 113.33 physical damage (based on Willpower and Cunning) with knockback, costing 6 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
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 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+4 eff.) Mental save: +15 (+3 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+2 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature Changes damage: +10% acid / +10% nature / +10% mind Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
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 (+5 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun 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. |
Voryth the elven-silk robe (5 def, 0 armour) Voryth the elven-silk robe (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +8 Mag / +6 Wil / +8 Con Changes resistances penetration: +16% mind / +5% arcane Changes damage: +3% blight / +19% nature / +25% mind Poison immunity: +37% Disease immunity: +33% Mana each turn: +0.24 Psi each turn: +1.40 Maximum psi: +33.00 Maximum vim: +40.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +2% Mindpower: +9 (+2 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Isirimira' (2 def, 0 armour) cashmere robe 'Isirimira' (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Cun Changes resistances: +18% fire Changes resistances penetration: +5% mind Changes damage: +12% fire / +19% light / +15% darkness Spell save: +12 (+3 eff.) Disease immunity: +10% Spellpower: +12 (+2 eff.) Spell crit. chance: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Heatshear' (5 def, 6 armour) elven-silk robe 'Heatshear' (5 def, 6 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +6 Defense: +5 (+2 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +15 Con Changes resistances: +2% physical / +27% nature / +9% fire Changes damage: +55% nature Physical save: +6 (+2 eff.) Poison immunity: +90% Disease immunity: +95% Only die when reaching: -40.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Samifast' (5 def, 0 armour) elven-silk robe 'Samifast' (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Damage when hit (Melee): 12 blight Changes stats: +7 Mag / +7 Wil / +2 Cun / +1 Con Changes resistances: +19% darkness / +21% blight Changes damage: +13% darkness / +15% blight Mana each turn: +0.23 Psi each turn: +0.33 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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 (+2 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. |
Arynn the pair of hardened leather boots (4 def, 3 armour) Arynn the pair of hardened leather boots (4 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +3% Changes stats: +2 Str / +3 Dex / +1 Wil / +7 Cun / +3 Con Changes resistances penetration: +5% arcane Changes damage: +3% arcane Critical mult.: +10.00% Physical save: +15 (+3 eff.) Mental save: +16 (+3 eff.) Infravision radius: +1 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 1.0 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour) Boots of the Hunter (2 def, 12 armour)Requires: - Talent Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+0 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 18 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Gliwen the Dimsteel (0 def, 3 armour) Gliwen the Dimsteel (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +10% fire / +6% cold Changes resistances penetration: +20% light Changes damage: +6% nature Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +11 (+2 eff.) Life regen: +3.60 Light radius: +2 Healing mod.: +22% A pair of boots made of leather. |
Gloomstreak (0 def, 5 armour) Gloomstreak (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +3 Mag / +3 Wil / +5 Cun / +5 Con Changes resistances: +9% blight / +6% fire Changes damage: +15% darkness Physical save: +23 (+5 eff.) Mental save: +22 (+4 eff.) Stun/Freeze immunity: +10% Spellpower: +4 (+0 eff.) It can be used to blink to a nearby random location (rad 14), putting all charms on cooldown for 14 turns. A pair of boots made of leather. |
Tadan the pair of voratun boots (0 def, 5 armour) Tadan the pair of voratun boots (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Armour: +5 Fatigue: +4% Changes stats: +2 Mag / +5 Wil / +5 Cun / +6 Con Changes resistances: +6% acid Changes resistances penetration: +9% physical Changes damage: +12% acid / +6% arcane Reduces incoming crit damage: 5.00% Mindpower: +9 (+2 eff.) See invisible: +6 Movement speed: +20% It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 1.0 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Yvyvena the pair of voratun boots (8 def, 5 armour) Yvyvena the pair of voratun boots (8 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: -5% Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour Changes resistances: +3% cold / +6% light / +5% arcane Life regen: +3.90 Stamina each turn: +0.80 Maximum life: +60.00 Movement speed: +10% Healing mod.: +26% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Velaldanne' (23 def, 5 armour) pair of drakeskin leather boots 'Velaldanne' (23 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +23 (+7 eff.) Fatigue: +5% Damage when hit (Melee): 4 blight Changes stats: +4 Str / +2 Wil / +4 Con Changes resistances: +14% lightning / +15% temporal Changes resistances penetration: +10% blight Mana each turn: +0.08 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Spell crit. chance: +1% Damage Shield penetration: +10% It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of voratun boots 'Zuboremira' (0 def, 5 armour) pair of voratun boots 'Zuboremira' (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +19 Physical crit. chance: +5.0% Physical power: +6 (+0 eff.) Armour: +5 Fatigue: +2% Effects on melee hit: * 30% chance to corrode armour Changes stats: +10 Mag Changes damage: +10% acid / +10% blight Disease immunity: +42% Life regen: +5.70 Stamina each turn: +0.40 Spellpower: +10 (+2 eff.) Healing mod.: +37% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Beteressra (0 def, 2 armour) Beteressra (0 def, 2 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +2 Damage (Melee): 8 nature Changes stats: +2 Dex / +3 Cun / +3 Con Changes resistances: +8% darkness / +7% nature Changes damage: +5% nature Physical save: +16 (+4 eff.) Spell save: +6 (+1 eff.) Mental save: +9 (+2 eff.) Disarm immunity: +38% Equilibrium when hit: +0.04 Maximum hate: +4.00 Infravision radius: +3 Heals friendly targets nearby when you use a nature summon: +30 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +3 Physical crit. chance: +9.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Poison Breath (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +19 darkness / +10 physical Burst (radius 2) on crit: +8 nature / +4 mind It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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: Base power: 14.0 - 15.4 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. |
Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 70% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 100% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 0% It can be used to activate talent Darkfire (costing 7 power out of 12/12) : Effective talent level: 5.0 Power cost: 7 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 79.38 fire damage and 55.51 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Hand of the World-Shaper (0 def, 12 armour) Hand of the World-Shaper (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+2 eff.) Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 60% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +7.0% Attack speed: 83% When this weapon hits: Earthen Missiles (15% chance level 5). Burst (radius 1) on hit: +50 gravity Burst (radius 2) on crit: +30 gravity pin It can be used to activate talent Earthquake (costing 17 power out of 30/30) : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 33.49 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Isleth (0 def, 15 armour) Isleth (0 def, 15 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +11% Changes stats: +4 Str / +3 Dex / +5 Mag / +1 Cun / +15 Con Changes resistances: +9% physical Changes damage: +6% arcane Physical save: +18 (+4 eff.) Spell save: +7 (+2 eff.) Mental save: +8 (+1 eff.) Disarm immunity: +38% See invisible: +3 When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Stone Touch (5% chance level 3). Damage (Melee): +13 arcane / +18 physical Burst (radius 2) on crit: +11 arcane Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 5.2 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 20 darkness / 20 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -20% When used to modify unarmed attacks: Base power: 31.0 - 43.4 Uses stats: 50% Mag, 40% Cun, 70% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% It can be used to activate talent Frost Grab (costing 12 power out of 30/30) : Effective talent level: 4.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and transport it next to you, covering it with frost, reducing its movement speed by 50% for 7 turns. The ice will also deal 44.66 cold damage. The damage will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
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 (+2 eff.) Spell save: +15 (+3 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 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 185.11 arcane damage and stunned), costing 56 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. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 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 9 power out of 16/16) : Effective talent level: 3.0 Power cost: 9 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 27.03 to 81.10 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. |
heroic iron gauntlets of butchering (0 def, 4 armour) heroic iron gauntlets of butchering (0 def, 4 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour penetration: +5 Physical power: +5 (+0 eff.) Armour: +4 Changes resistances: +6% blight Spell save: +8 (+2 eff.) Mental save: +7 (+1 eff.) Maximum life: +40.00 When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +3 Armour Penetration: +9 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 1). On weapon hit: * Slows global speed by 10% * 10% chance to corrode armour Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Cracklewind' (0 def, 9 armour) voratun gauntlets 'Cracklewind' (0 def, 9 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +9 Effects on melee hit: * 44% chance to daze Damage (Melee): 14 acid Changes resistances: +9% acid Changes resistances penetration: +10% darkness Changes damage: +10% acid / +12% lightning Physical save: +8 (+2 eff.) Mental save: +24 (+5 eff.) Disarm immunity: +47% Maximum life: +80.00 When used to modify unarmed attacks: Base power: 37.5 - 52.5 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +18 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). On weapon hit: * 40% chance to daze Damage (Melee): +8 lightning Burst (radius 2) on crit: +15 acid / +4 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Galuderab' (0 def, 8 armour) voratun gauntlets 'Galuderab' (0 def, 8 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +1.0% Physical power: +16 (+1 eff.) Armour: +8 Damage (Melee): 15 darkness Changes stats: +6 Str Changes resistances: +12% darkness / +15% temporal Changes damage: +11% darkness Mental save: +8 (+1 eff.) Stamina each turn: +0.40 Maximum life: +68.00 When used to modify unarmed attacks: Base power: 43.5 - 60.9 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). On weapon hit: * 11% chance to inflict damage reduction Damage Shield penetration (this weapon only): +10% Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Sewerwedge' (0 def, 7 armour) voratun gauntlets 'Sewerwedge' (0 def, 7 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +24 (+4 eff.) Armour: +7 Effects when hit in melee: * 35% chance to reduce powers by 20% * 28 arcane resource burn Changes stats: +2 Cun / +5 Dex Changes damage: +15% mind Spell save: +16 (+3 eff.) Mental save: +15 (+3 eff.) Maximum life: +68.00 Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 33.5 - 46.9 Uses stats: 50% Mag, 40% Str, 30% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +21 Armour Penetration: +15 Physical crit. chance: +21.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). On weapon hit: * Slows global speed by 40% * 32% chance to reduce powers by 20% * 32 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+2 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 5 power out of 10/10) : Effective talent level: 3.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 218.76 mind damage and cripples the target's higher mental functions, reducing cunning by 17 and confusing (35% 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...? |
Arywyn the hardened leather cap (0 def, 5 armour) Arywyn the hardened leather cap (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes stats: +4 Wil Changes resistances: +7% nature / +8% blight Spell save: +6 (+1 eff.) Mental save: +17 (+3 eff.) Knockback immunity: +10% Teleport immunity: +10% Stamina when hit: +1.50 Equilibrium when hit: +0.80 Only die when reaching: -40.00 life Maximum life: +46.00 Healing mod.: +21% A cap made of leather. |
Beludunaharaldir the drakeskin leather cap (0 def, 11 armour) Beludunaharaldir the drakeskin leather cap (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Changes stats: +19 Str / +9 Dex / +3 Mag / +2 Wil Changes resistances penetration: +15% blight Spellpower: +4 (+0 eff.) Infravision radius: +3 Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A cap made of leather. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 12 power out of 30/30) : Effective talent level: 1.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 64.75 to 194.24 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
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. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
Eilinygamira (19 def, 13 armour) Eilinygamira (19 def, 13 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +7 Physical power: +2 (+0 eff.) Armour: +13 Defense: +19 (+6 eff.) Fatigue: +5% Effects when hit in melee: * 17% chance to gain 10% of a turn Changes stats: +5 Dex / +15 Cun / +4 Con Changes resistances: +1% physical / +7% all Physical save: +40 (+8 eff.) Maximum stamina: +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Galemire (3 def, 0 armour) Galemire (3 def, 0 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: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to daze Changes stats: +7 Wil Changes resistances: +25% acid / +12% cold / +3% darkness / +15% light Changes damage: +17% acid Physical save: +11 (+3 eff.) Psi each turn: +0.30 Mindpower: +3 (+0 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Prismraider (2 def, 0 armour) Prismraider (2 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Wil Changes resistances: +13% mind / +13% blight Changes resistances penetration: +10% nature Changes damage: +13% blight / +13% mind / +3% light Physical save: +10 (+2 eff.) Light radius: +3 A pointy cloth hat, very wizardly... |
Sparkbreacher the hardened leather cap (9 def, 7 armour) Sparkbreacher the hardened leather cap (9 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +7 Defense: +9 (+3 eff.) Fatigue: +3% Effects when hit in melee: * 15% chance to gain 10% of a turn Changes stats: +4 Str / +4 Wil / +5 Cun Changes resistances: +3% cold / +3% nature / +5% arcane Changes resistances penetration: +10% lightning Changes damage: +3% lightning Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Light radius: +2 Infravision radius: +3 A cap made of leather. |
Tuloneg the dwarven-steel helm (0 def, 4 armour) Tuloneg the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Str / +7 Dex / +5 Con Changes resistances: +6% lightning / +3% cold / +12% mind / +9% nature Mental save: +10 (+2 eff.) Poison immunity: +15% Confusion immunity: +26% Stun/Freeze immunity: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 (+1 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. |
Unlighthue the voratun helm (0 def, 5 armour) Unlighthue the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 44% Changes resistances: +32% cold Changes resistances penetration: +10% darkness Changes damage: +12% darkness Allows you to breathe in: water Physical save: +25 (+5 eff.) Disarm immunity: +15% Stamina when hit: +3.00 Equilibrium when hit: +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Unrista the Hellviper (3 def, 0 armour) Unrista the Hellviper (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +7 Cun / +5 Wil Changes resistances: +25% darkness / +27% fire Changes damage: +6% lightning / +9% fire / +17% darkness Mental save: +20 (+4 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +4.70 Mental crit. chance: +7% Damage Shield Power: +12% It can be used to activate talent Hateful Whisper, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 358 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Zelahell the Splendourgrit (3 def, 0 armour) Zelahell the Splendourgrit (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +19 Mag / +5 Wil / +20 Con Changes resistances: +25% darkness / +12% acid Changes damage: +35% arcane / +17% darkness Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Light radius: +2 Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 6 cooldown : Effective talent level: 5.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
hardened leather cap 'Nerelewyn' (11 def, 14 armour) hardened leather cap 'Nerelewyn' (11 def, 14 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +14 Defense: +11 (+3 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +3% Changes resistances: +7% cold / +6% fire / +5% all Physical save: +6 (+2 eff.) Disease immunity: +10% Infravision radius: +2 Damage Shield penetration: +10% A cap made of leather. |
voratun helm 'Getuldil' (8 def, 14 armour) voratun helm 'Getuldil' (8 def, 14 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+3 eff.) Fatigue: +5% Changes stats: +2 Cun / +7 Str Changes resistances: +3% blight / +14% cold / +15% fire / +6% all Critical mult.: +5.00% Physical save: +13 (+3 eff.) See invisible: +21 Damage Shield penetration: +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Gyvea' (0 def, 5 armour) voratun helm 'Gyvea' (0 def, 5 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to corrode armour Damage when hit (Melee): 4 acid / 8 physical Changes stats: +11 Str / +9 Mag / +12 Wil / +1 Con Changes damage: +17% blight / +19% arcane Grants telepathy: Dragon Mental save: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +2 See invisible: +6 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.9 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 1043.2 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Boltbutcher (5 def, 8 armour) Boltbutcher (5 def, 8 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Effects on melee hit: * 40% chance to daze * 10% chance to disease Damage when hit (Melee): 4 blight Changes resistances: +58% fire Changes resistances penetration: +5% lightning / +15% blight Changes damage: +9% lightning Life regen: +3.20 Maximum life: +89.00 Healing mod.: +21% A suit of armour made of leather. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+4 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Urutorath the Flashhunter (5 def, 8 armour) Urutorath the Flashhunter (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 16 physical Changes stats: +9 Str / +6 Dex / +8 Mag / +6 Wil / +5 Cun Changes resistances: +21% cold Changes resistances penetration: +15% lightning Changes damage: +9% temporal A suit of armour made of leather. |
drakeskin leather armour 'Flashtyphoon' (5 def, 14 armour) drakeskin leather armour 'Flashtyphoon' (5 def, 14 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+2 eff.) Fatigue: +8% Changes stats: +4 Cun Changes resistances: +15% acid / +11% physical / +9% blight / +26% cold / +12% nature / +12% fire Changes resistances penetration: +10% fire Changes damage: +12% blight / +9% fire Allows you to breathe in: water Life regen: +3.90 Maximum life: +97.00 Mindpower: +6 (+1 eff.) Healing mod.: +28% A suit of armour made of leather. |
Buroddagen the voratun plate armour (9 def, 16 armour) Buroddagen the voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+3 eff.) Fatigue: +26% Damage when hit (Melee): 8 mind Changes stats: +6 Str / +6 Wil / +7 Cun Changes resistances: +14% physical / +15% darkness / +6% temporal / +5% arcane / +12% light Changes damage: +3% mind Mental save: +17 (+3 eff.) Life regen: +3.60 Maximum life: +71.00 Light radius: +2 Healing mod.: +21% It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Velonn (9 def, 24 armour) Velonn (9 def, 24 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +24 Defense: +9 (+3 eff.) Fatigue: +16% Changes stats: +4 Dex Changes resistances: +9% mind Changes damage: +6% temporal Physical save: +20 (+4 eff.) Mental save: +24 (+5 eff.) Life regen: +2.90 Maximum life: +116.00 Healing mod.: +23% A suit of armour made of metal plates. |
Cracklegrind (38 def, 3 armour, 71.5-85.8 power, 193.5 block) Cracklegrind (38 def, 3 armour, 71.5-85.8 power, 193.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.5 - 85.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +194 On weapon hit: * 40% chance to daze On weapon crit: * smash the target with your shield crippling them When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+0 eff.) Armour: +3 Defense: +38 (+10 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes damage: +9% arcane Talent granted: +5 Block Spell crit. chance: +1% Damage Shield penetration: +20% Deflect projectiles away: +31% Handheld deflection devices. |
Emywe (8 def, 2 armour, 27-32.4 power, 77.5 block) Emywe (8 def, 2 armour, 27-32.4 power, 77.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 27.0 - 32.4 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +78 Damage (Melee): +12 lightning When wielded/worn: Armour: +2 Defense: +8 (+3 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 13% chance to daze Changes stats: +3 Dex Changes resistances: +13% blight / +13% nature / +5% arcane / +30% lightning Changes resistances penetration: +5% acid Talent granted: +3 Block Disease immunity: +5% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% Handheld deflection devices. |
Galefiend the voratun shield (12 def, 13 armour, 70-84 power, 314.5 block) Galefiend the voratun shield (12 def, 13 armour, 70-84 power, 314.5 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 used to attack (with talents): Base power: 70.0 - 84.0 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +314 Damage (Melee): +19 nature When wielded/worn: Armour: +13 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 20 nature / 12 temporal Changes stats: +3 Wil / +1 Cun / +5 Con Changes resistances: +36% blight / +36% nature / +3% lightning Talent granted: +5 Block Physical save: +13 (+3 eff.) Maximum life: +110.00 Mindpower: +4 (+1 eff.) Handheld deflection devices. |
voratun shield 'Sootblow' (12 def, 13 armour, 61.5-73.8 power, 293.5 block) voratun shield 'Sootblow' (12 def, 13 armour, 61.5-73.8 power, 293.5 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 used to attack (with talents): Base power: 61.5 - 73.8 Uses stats: 30% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +5.0% Block value: +294 Damage (Melee): +28 darkness / +24 cold When wielded/worn: Armour: +13 Defense: +12 (+4 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage when hit (Melee): 19 ice Changes stats: +5 Wil Changes resistances: +25% acid / +3% light / +10% fire / +26% cold / +13% lightning Talent granted: +5 Block Handheld deflection devices. |
Arkul's Siege Arrows (11/14, 68-95.2 power, 100 apr) Arkul's Siege Arrows (11/14, 68-95.2 power, 100 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 30% Wil, 50% Dex, 50% Mag, 70% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +100 Physical crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
Gokira the Skyzephyr (24/24, 54-75.6 power, 18 apr) Gokira the Skyzephyr (24/24, 54-75.6 power, 18 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Lightning Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 24 On weapon hit: * 40% chance to daze * 25% chance to put talents on cooldown On weapon crit: * wounds the target Damage (Ranged): +4 lightning / +28 bleed Burst (radius 2) on crit: +8 lightning Arrows are used with bows to pierce your foes to death. |
Lustrequell the quiver of dragonbone arrows (24/24, 52-72.8 power, 18 apr) Lustrequell the quiver of dragonbone arrows (24/24, 52-72.8 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 52.0 - 72.8 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +3.0% Capacity: 24 On weapon hit: * 40% chance to blind Damage (Ranged): +16 blight / +31 cold / +20 light Burst (radius 1) on hit: +20 fire Arrows are used with bows to pierce your foes to death. |
Quiver of the Sun (25/25, 34-47.6 power, 15 apr) Quiver of the Sun (25/25, 34-47.6 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 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. |
Relgyfast the Carriontitan (23/24, 52.5-73.5 power, 18 apr) Relgyfast the Carriontitan (23/24, 52.5-73.5 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 52.5 - 73.5 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Physical crit. chance: +15.0% Capacity: 24 On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Ranged): +8 mind Burst (radius 1) on hit: +15 fire / +12 nature / +12 mind Burst (radius 2) on crit: +8 nature Arrows are used with bows to pierce your foes to death. |
The Titan's Quiver (18/18, 62-86.8 power, 20 apr) The Titan's Quiver (18/18, 62-86.8 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 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. |
Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 30% Wil, 70% Dex, 60% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Weeprigor (22/54, 65-91 power, 30 apr) Weeprigor (22/54, 65-91 power, 30 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 65.0 - 91.0 Uses stats: 30% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Physical crit. chance: +3.0% Capacity: 54 Turns elapse between self-loadings: 2 On weapon hit: * 15% chance to gain 10% of a turn * Slows global speed by 20% * 25% chance to put talents on cooldown Damage (Ranged): +18 temporal / +4 nature / +4 fire Burst (radius 2) on crit: +4 nature / +8 temporal Arrows are used with bows to pierce your foes to death. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2787 alchemist agate 2787 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
11 onyx 11 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 lapis lazuli 14 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 opal 11 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz 11 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.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Coaloath (dig speed 10 turns) Coaloath (dig speed 10 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Damage when hit (Melee): 4 blight Changes stats: +5 Cun / +3 Str Changes resistances: +13% darkness Changes resistances penetration: +5% mind Changes damage: +3% darkness / +6% blight Damage affinity(heal): +15% darkness Grants telepathy: Demon/Minor Demon/Major Hate when firing a critical mind attack: +5.00 Maximum psi: +20.00 Infravision radius: +15 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tempesttide (dig speed 13 turns) Tempesttide (dig speed 13 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +4 Physical crit. chance: +5.0% Damage when hit (Melee): 4 lightning Changes stats: +4 Cun / +3 Str Changes resistances: +3% physical Life regen: +0.40 Only die when reaching: -60.00 life Infravision radius: +11 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
10 emerald 10 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 jade 6 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise 8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Darktyphoon DarktyphoonInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour Changes resistances: +3% all Changes resistances penetration: +5% acid Changes damage: +3% acid / +9% darkness Spell save: +10 (+2 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Dรบathedlen Heart Dรบathedlen 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 88.97 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. |
Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+0 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+2 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 45 power out of 150/150) : Effective talent level: 4.0 Power cost: 45 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 14.11 cold damage and 15.07 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Spectral Cage Spectral CagePowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Talent cooldown: Chill of the Tomb (-2 turns) Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 374 cold damage (based on your Magic), costing 12 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
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 (146 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
dwarven lantern 'Berundur' dwarven lantern 'Berundur'Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Changes stats: +11 Cun / +3 Wil Changes resistances: +3% all Changes resistances penetration: +15% all Reduces incoming crit damage: 20.00% Maximum encumbrance: +10 Physical save: +18 (+4 eff.) Spell save: +15 (+3 eff.) Maximum life: +60.00 Maximum hate: +2.00 Light radius: -4 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 5.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 11 power out of 35/35) : Effective talent level: 2.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
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 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Atamathon's Ruby Eye Atamathon's Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 When used to imbue an object: Damage when hit (Melee): 100 fire Changes damage: +20% fire Pinning immunity: +50% Maximum life: +60.00 Light radius: +2 One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed, it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
65 alchemist bloodstone 65 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
6 bloodstone 6 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
12 garnet 12 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 ruby 7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/3) Rod of Recall (2/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 114 power out of 339/400. 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 680.72 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 14 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Airspike the pouch of voratun shots (23/56, 60.5-72.6 power, 13 apr) Airspike the pouch of voratun shots (23/56, 60.5-72.6 power, 13 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 60.5 - 72.6 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +13 Physical crit. chance: +25.0% Capacity: 56 On weapon hit: * 20% chance to daze * 40% chance to gain 10% of a turn On weapon crit: * cripple the target Travel speed: +200% Burst (radius 2) on crit: +8 lightning / +4 temporal When wielded/worn: Ammo reloads per turn: +3 Shots are used with slings to pummel your foes to death. |
Cureripper (18/18, 55.5-66.6 power, 6 apr) Cureripper (18/18, 55.5-66.6 power, 6 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 55.5 - 66.6 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 18 On weapon crit: * burns latent spell energy Damage (Ranged): +60 insidious poison / +25 manaburn arcane / +4 darkness / +4 acid / +15 nature / +16 temporal Burst (radius 1) on hit: +4 acid / +8 nature / +12 darkness Burst (radius 2) on crit: +4 acid Shots are used with slings to pummel your foes to death. |
Getamazor the Flaretreason (23/23, 54-64.8 power, 6 apr) Getamazor the Flaretreason (23/23, 54-64.8 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 54.0 - 64.8 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +7.0% Capacity: 23 On weapon hit: * 20% chance to disease * 25% chance for lightning to arc to a second target Damage (Ranged): +11 lightning / +26 darkness / +14 blight Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +8 mind / +12 fire Damage against: +17% Living Shots are used with slings to pummel your foes to death. |
Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr) Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Scabmalice (20/20, 64.5-77.4 power, 18 apr) Scabmalice (20/20, 64.5-77.4 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 64.5 - 77.4 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Physical crit. chance: +18.0% Capacity: 20 On weapon hit: * 41% chance to blind Travel speed: +200% Damage (Ranged): +39 insidious poison / +20 temporal / +18 nature Burst (radius 1) on hit: +12 nature Burst (radius 2) on crit: +8 mind Shots are used with slings to pummel your foes to death. |
Shineworm (19/19, 55-66 power, 6 apr) Shineworm (19/19, 55-66 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 55.0 - 66.0 Uses stats: 30% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Light Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +18.0% Capacity: 19 On weapon hit: * 40% chance to blind * 21% chance to gain 10% of a turn On weapon crit: * cripple the target Damage (Ranged): +29 temporal Burst (radius 1) on hit: +12 light / +4 temporal Shots are used with slings to pummel your foes to death. |
Star Shot (20/20, 32-38.4 power, 15 apr) Star Shot (20/20, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 30% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Physical crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Betheldalaith the dwarven-steel torque of clear mind [power 3] (8 cooldown) Betheldalaith the dwarven-steel torque of clear mind [power 3] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 4 temporal Talent cooldown: Silence (+5 turn) Talent granted: +3 Silence Critical mult.: +20.00% It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 8 hate. Torques are made by powerful psionics to store psionic powers. |
Layuyavena the dwarven-steel torque of clear mind [power 4] (9 cooldown) Layuyavena the dwarven-steel torque of clear mind [power 4] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +3 Mag / +1 Con Changes resistances: +3% acid / +3% darkness / +9% lightning Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +3 Telekinetic Blast Spell save: +3 (+1 eff.) Light radius: +1 It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
Shockimmortal [power 85] (8 cooldown) Shockimmortal [power 85] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +6% lightning Maximum wards: +5 physical / +5 mind / +6 darkness Changes resistances penetration: +20% lightning Talent granted: +2 Ward Light radius: +2 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 85 for 7 turns, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+0 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+0 eff.) It can be used to activate talent Psionic Pull (costing 11 power out of 35/35) : Effective talent level: 3.0 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 110 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
The Jolt The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
steel torque of thermal psionic shield 'Isluwen' [power 37] (16 cooldown) steel torque of thermal psionic shield 'Isluwen' [power 37] (16 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Talent cooldown: Silence (+5 turn) Talent granted: +2 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 37 for 7 turns, putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
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. |
Isluralle [power 72] (12 cooldown) Isluralle [power 72] (12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 4 mind Changes stats: +2 Cun Maximum wards: +7 acid / +5 nature / +5 light Grants telepathy: Demon/Minor Demon/Major Talent granted: +2 Ward Equilibrium when hit: +0.12 Mindpower: +6 (+1 eff.) 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. When used: 100% chance to regenerate 13 equilibrium. Natural totems are made by powerful wilders to store nature power. |
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. |
16 amethyst 16 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
8 diamond 8 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone 10 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 pearl 9 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 quartz 15 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 amber 9 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
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
By Dumdum the Ogre Wyrmic level 41
24th Haze 123rd year of Ascendancy at 21:45 see stats
By Dumdum the Ogre Wyrmic level 41
63rd Dusk 123rd year of Ascendancy at 17:35 see stats
By Dumdum the Ogre Wyrmic level 33
61st Regrowth 123rd year of Ascendancy at 00:56 see stats
By Dumdum the Ogre Wyrmic level 10
5th Dusk 122nd year of Ascendancy at 18:43 see stats
By Dumdum the Ogre Wyrmic level 45
35th Haze 123rd year of Ascendancy at 04:22 see stats
By Dumdum the Ogre Wyrmic level 46
56th Haze 123rd year of Ascendancy at 22:13 see stats
By Dumdum the Ogre Wyrmic level 50
3rd Summertide 124th year of Ascendancy at 13:54 see stats
By Dumdum the Ogre Wyrmic level 50
16th Dusk 124th year of Ascendancy at 21:52 see stats
By Dumdum the Ogre Wyrmic level 43
33rd Haze 123rd year of Ascendancy at 07:13 see stats
By Dumdum the Ogre Wyrmic level 49
74th Haze 123rd year of Ascendancy at 15:28 see stats
By Dumdum the Ogre Wyrmic level 14
48th Dusk 122nd year of Ascendancy at 01:12 see stats
By Dumdum the Ogre Wyrmic level 49
59th Haze 123rd year of Ascendancy at 08:14 see stats
By Dumdum the Ogre Wyrmic level 42
30th Haze 123rd year of Ascendancy at 10:16 see stats
By Dumdum the Ogre Wyrmic level 50
59th Pyre 124th year of Ascendancy at 18:23 see stats
By Dumdum the Ogre Wyrmic level 42
28th Haze 123rd year of Ascendancy at 12:50 see stats
By Dumdum the Ogre Wyrmic level 24
64th Haze 122nd year of Ascendancy at 17:42 see stats
By Dumdum the Ogre Wyrmic level 50
38th Dusk 124th year of Ascendancy at 11:00 see stats
By Dumdum the Ogre Wyrmic level 40
62nd Dusk 123rd year of Ascendancy at 11:02 see stats
By Dumdum the Ogre Wyrmic level 21
52nd Haze 122nd year of Ascendancy at 23:06 see stats
By Dumdum the Ogre Wyrmic level 39
31st Dusk 123rd year of Ascendancy at 18:53 see stats
By Dumdum the Ogre Wyrmic level 7
2nd Summertide 122nd year of Ascendancy at 11:59 see stats
By Dumdum the Ogre Wyrmic level 50
34th Dusk 124th year of Ascendancy at 08:14 see stats
By Dumdum the Ogre Wyrmic level 48
58th Haze 123rd year of Ascendancy at 07:59 see stats
By Dumdum the Ogre Wyrmic level 50
6th Pyre 124th year of Ascendancy at 10:41 see stats
By Dumdum the Ogre Wyrmic level 22
55th Haze 122nd year of Ascendancy at 14:51 see stats
By Dumdum the Ogre Wyrmic level 17
42nd Haze 122nd year of Ascendancy at 00:23 see stats
By Dumdum the Ogre Wyrmic level 47
57th Haze 123rd year of Ascendancy at 00:33 see stats
By Dumdum the Ogre Wyrmic level 10
2nd Flare 122nd year of Ascendancy at 12:35 see stats
By Dumdum the Ogre Wyrmic level 20
50th Haze 122nd year of Ascendancy at 21:39 see stats
By Dumdum the Ogre Wyrmic level 30
54th Regrowth 123rd year of Ascendancy at 06:22 see stats
By Dumdum the Ogre Wyrmic level 40
49th Dusk 123rd year of Ascendancy at 20:12 see stats
By Dumdum the Ogre Wyrmic level 50
9th Allure 124th year of Ascendancy at 03:54 see stats
By Dumdum the Ogre Wyrmic level 41
79th Dusk 123rd year of Ascendancy at 02:51 see stats
By Dumdum the Ogre Wyrmic level 50
37th Regrowth 124th year of Ascendancy at 03:05 see stats
By Dumdum the Ogre Wyrmic level 14
63rd Dusk 122nd year of Ascendancy at 10:26 see stats
By Dumdum the Ogre Wyrmic level 50
38th Dusk 124th year of Ascendancy at 11:00 see stats
By Dumdum the Ogre Wyrmic level 50
42nd Regrowth 124th year of Ascendancy at 01:58 see stats
By Dumdum the Ogre Wyrmic level 27
73rd Haze 122nd year of Ascendancy at 01:28 see stats
By Dumdum the Ogre Wyrmic level 23
64th Haze 122nd year of Ascendancy at 06:51 see stats
By Dumdum the Ogre Wyrmic level 22
55th Haze 122nd year of Ascendancy at 13:31 see stats
By Dumdum the Ogre Wyrmic level 12
42nd Dusk 122nd year of Ascendancy at 04:02 see stats
By Dumdum the Ogre Wyrmic level 43
30th Haze 123rd year of Ascendancy at 11:14 see stats
By Dumdum the Ogre Wyrmic level 41
63rd Dusk 123rd year of Ascendancy at 17:35 see stats
By Dumdum the Ogre Wyrmic level 41
63rd Dusk 123rd year of Ascendancy at 17:35 see stats
By Dumdum the Ogre Wyrmic level 50
38th Dusk 124th year of Ascendancy at 10:29 see stats
By Dumdum the Ogre Wyrmic level 50
14th Pyre 124th year of Ascendancy at 18:39 see stats
By Dumdum the Ogre Wyrmic level 25
66th Haze 122nd year of Ascendancy at 12:03 see stats
By Dumdum the Ogre Wyrmic level 16
41st Haze 122nd year of Ascendancy at 04:01 see stats
By Dumdum the Ogre Wyrmic level 32
60th Regrowth 123rd year of Ascendancy at 07:18 see stats
By Dumdum the Ogre Wyrmic level 27
2nd Decay 122nd year of Ascendancy at 13:05 see stats
Log
You transfer voratun amulet to the online item's vault.
Saving done.
Saving done.
Saving done.
Saving game...
Dumdum deactivates Icy Skin.
Dumdum deactivates Elemental Harmony.
Dumdum deactivates Wild Growth.
Dumdum deactivates Precise Strikes.
Dumdum deactivates Lacerating Strikes.