










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Arcane Blade |
| Level / Exp | 50 / 2680% |
| Size | medium |
| Lifes / Deaths | Killed by Velariayaba the maulotaur at level 22 on the 9th Haze 122nd year of Ascendancy at 12:24 0 / 7Killed by shadow at level 30 on the 37th Haze 122nd year of Ascendancy at 10:46 Killed by Arowyn the corrupted dendritic hemospinner at level 30 on the 37th Haze 122nd year of Ascendancy at 13:31 Killed by fire drake at level 42 on the 20th Regrowth 123rd year of Ascendancy at 06:57 Killed by Bobnus at level 50 on the 21st Dusk 123rd year of Ascendancy at 21:20 Killed by Atamathon the Giant Golem at level 50 on the 37th Dusk 123rd year of Ascendancy at 11:44 Killed by Bobnus at level 50 on the 69th Dusk 123rd year of Ascendancy at 20:44 |
Primary Stats
| Strength | 171 (base 44) |
| Dexterity | 184 (base 49) |
| Constitution | 63 (base 15) |
| Magic | 261 (base 64) |
| Willpower | 76 (base 16) |
| Cunning | 232 (base 63) |
Resources
| Life | 1512/1512 |
| Mana | 655/674 |
| Stamina | 275/372 |
| Healing Factor | 1.644619213451 |
| Regeneration | 7.3420102386463 |
Speed
| Mental | 0% |
| Attack | +30% |
| Movement | +81.56571854537% |
| Spell | +30% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12.722902093797 |
| Infravision | 6 |
| See Stealth | 84.008140659918 |
| See Invisible | 93.008140659918 |
Offense: Mainhand
| Damage | 220 |
| Accuracy | 91 |
| Crit Chance | 87% |
| APR | 37 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 102 |
| Accuracy | 91 |
| Crit Chance | 90% |
| APR | 40 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 149 |
| Crit Chance | 100% |
| Speed | 0.76923076923077 |
Offense: Mind
| Mindpower | 66 |
| Crit Chance | 71% |
| Speed | 0.76923076923077 |
Offense: Damage Bonus
| Acid | +95% |
| Blight | +63% |
| Arcane | +133% |
| Cold | +99% |
| All | +57% |
| Lightning | +184% |
| Light | +63% |
| Temporal | +72% |
| Physical | +81% |
| Fire | +173% |
| Nature | +63% |
Offense: Damage Penetration
| Acid | +15% |
| Lightning | +75% |
| Darkness | +10% |
| Cold | +21% |
| Blight | +15% |
| Arcane | +15% |
| Fire | +34% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 96.135335659372 (84.687909656376%) |
| Defense | 104 |
| Ranged Defense | 112 |
| Fatigue | 0 |
| Physical Save | 76 |
| Spell Save | 71 |
| Mental Save | 62 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Arcane | + 60%( 70%) |
| Cold | + 48%( 70%) |
| All | + 29%( 70%) |
| Lightning | + 40%( 70%) |
| Temporal | + 35%( 70%) |
| Physical | + 48%( 70%) |
| Mind | + 33%( 70%) |
| Fire | + 67%( 70%) |
| Darkness | + 35%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Pinning Resistance | 100% |
Inscriptions (5/5)
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 2881 damage for 6 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 548 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (77% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2405% for 10 turns (526 total) and instantly restoring 120 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 809.64 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 1447.13 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. |
Class Talents
| Spell / Air | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Spell / Enhancement | 1.63 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Fire | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Combat techniques | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Spell / Conveyance | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Spell / Aegis | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Fiery Hands |
| talent | Arcane Shield |
| talent | Chant of Fortress |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Arcane Feed |
| talent | Shielding |
| talent | Arcane Combat |
| beneficial effect | Spell and mind speed increased by 30% Elemental Surge: Arcane |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| beneficial effect | All damage increased by 30% Elemental Surge: Fire |
| beneficial effect | The target's spellpower has been increased by 78. Spellsurge |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Heart of the Gloom. Escort: lost defiler (level 2 of Heart of the Gloom)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Heart of the Gloom. Escort: temporal explorer (level 1 of Heart of the Gloom)As a reward you improved talent Foresight (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 4828. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You 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 the fox. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. 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. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of explosive force. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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. | completed |
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 |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +25% arcane Changes damage: +25% arcane Spellpower: +15 (+2 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Creates an arcane explosion dealing 430 arcane damage based on magic in a radius of 3 around the user after any teleport. It can be used to phase door up to range 6, within radius 2 of the target location Activation costs 18 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
| Quiver | 673 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. |
| Light source | Zubybeth the ShimmerwhisperInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +6 Armour: +14 Defense: +20 (+3 eff.) Changes stats: +3 Str / +14 Mag / +3 Con Changes resistances penetration: +15% blight Changes damage: +9% lightning Physical save: +13 (+3 eff.) Light radius: +5 See invisible: +9 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | elven-silk wizard hat 'Elata' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +12 Mag / +8 Wil / +12 Con Changes resistances: +6% mind Changes damage: +16% arcane Mana each turn: +0.60 Spellpower: +40 (+5 eff.) Spell crit. chance: +5% Light radius: +2 Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 8 cooldown : Effective talent level: 6.5 Power cost: 8 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 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 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... |
| On hands | drakeskin leather gloves 'Gloma' (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +17 Armour: +3 Damage (Melee): 19 arcane Changes stats: +10 Str / +1 Dex / +8 Mag / +9 Wil / +14 Cun / +5 Con Changes resistances: +8% arcane Changes damage: +17% arcane Reduces incoming crit damage: 5.00% Spellpower: +30 (+4 eff.) Spell crit. chance: +2% Infravision radius: +2 When used to modify unarmed attacks: Power: 131% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +16 Armour Penetration: +19 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Manathrust (10% chance level 3). When this weapon hits: Perfect Strike (30% chance level 5). Damage (Melee): +11 arcane It can be used to activate talent Steady Shot, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Brightkiller the voratun pickaxe (dig speed 11 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +8 Physical power: +10 (+1 eff.) Damage when hit (Melee): 6 fire Changes stats: +3 Str Changes resistances penetration: +15% fire Changes damage: +15% acid / +21% fire Critical mult.: +40.00% Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +3% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | voratun ring 'Silekira'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +38 (+6 eff.) Changes stats: +10 Dex / +7 Mag / +27 Cun Changes resistances: +5% arcane Changes damage: +6% blight Physical save: +3 (+1 eff.) Spell save: +12 (+3 eff.) Life regen: +4.21 Only die when reaching: -40.00 life Spellpower: +15 (+2 eff.) Rings make your fingers look great! |
| On fingers | stralite ring 'Hellrain'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 61% Changes stats: +9 Dex / +15 Mag / +15 Cun Changes resistances: +9% fire Changes resistances penetration: +15% acid Changes damage: +12% acid / +6% fire Spell save: +18 (+5 eff.) Spellpower: +11 (+1 eff.) Rings make your fingers look great! |
| Around neck | Unlighthunger the stralite amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 8 light / 6 darkness Changes stats: +10 Mag Changes resistances: +9% darkness Changes resistances penetration: +10% darkness Changes damage: +17% lightning / +6% light / +7% fire / +6% cold / +8% acid Talent mastery: +0.33 Spell / Enhancement Mana each turn: +0.46 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +48.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +6% Amulets make your neck look great! |
| In main hand | Tidepunish (148% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 198 lightning damage (1/turn) Damage (Melee): +8 acid / +12 cold Damage (radius 1) on hit: +4 nature / +8 acid Damage (radius 2) on crit: +45 lightning / +26 cold When wielded/worn: Changes stats: +11 Str / +11 Dex / +13 Mag / +11 Wil / +13 Cun / +13 Con Changes resistances: +3% acid / +6% cold Changes resistances penetration: +50% lightning / +21% cold Changes damage: +30% lightning / +6% cold / +6% nature Movement speed: +38% One-handed war axes. |
| Around waist | drakeskin leather belt 'Chillschism'Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +13 Changes stats: +10 Str / +10 Dex / +11 Mag / +5 Wil / +9 Cun Changes resistances: +5% arcane / +6% cold Changes damage: +6% arcane Physical save: +16 (+4 eff.) Spell save: +17 (+4 eff.) Mental save: +19 (+4 eff.) Mana each turn: +0.47 Maximum mana: +37.00 Light radius: +4 It can be used to create a temporary shield that absorbs 687 damage Activation puts all charms on cooldown for 22 turns. A belt that goes around your waist. |
| In off hand | Brodagen the Dayripper (144% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 145% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 198 fire damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 198 damage Damage (Melee): +12 light / +8 physical Damage (radius 1) on hit: +8 light When wielded/worn: Armour: +8 Damage when hit (Melee): 4 physical Changes stats: +13 Str / +13 Dex / +7 Mag / +11 Wil / +11 Cun / +10 Con Changes resistances penetration: +25% lightning / +19% fire Changes damage: +24% fire Physical save: +3 (+1 eff.) Sharp, short and deadly. |
| Cloak | elven-silk cloak 'Ulurak' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +10 Mag Changes resistances penetration: +15% arcane Changes damage: +12% arcane Critical mult.: +49.00% Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +60.00 Spellpower: +40 (+5 eff.) Spell crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Anidur (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 61% * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Str / +8 Dex / +8 Mag / +8 Wil / +8 Cun Changes resistances: +15% lightning / +9% temporal / +45% fire / +15% cold / +3% acid / +15% all Changes damage: +50% lightning / +24% physical / +3% acid / +30% fire / +30% cold / +15% temporal / +20% all Damage affinity(heal): +20% lightning Spellpower: +17 (+2 eff.) Movement speed: +15% Chance to avoid any damage: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
blink rune of the duelist (range 13; phase 42; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 13 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (77% of a turn) Is: a spell Description: Activate the rune to teleport up to 13 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 42%, your defense is increased by 42 and all your resistances by 42%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 9; phase 29; cd 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (77% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 29%, your defense is increased by 29 and all your resistances by 29%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (77% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 1054; dur 4; cd 22)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 1053.78 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
acid wave rune of the wizard (damage 1352; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 1351.74 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
biting gale rune of the sneak (damage 1153; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 1153.01 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
ethereal rune of the wizard (power 59; resist 60%; move 70%; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 60% all resistance, you move 70% faster, and you are invisible (power 59). Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the sneak (regen 2560% over 10 turns; mana 128; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (77% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2560% for 10 turns (560 total) and instantly restoring 128 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
manasurge rune of the wizard (regen 2181% over 10 turns; mana 109; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (77% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 2181% for 10 turns (477 total) and instantly restoring 109 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the psychic (absorb 234; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 234 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the titan (absorb 248; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 248 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 402; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 402 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 667; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 667 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 1550; dur 8; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1550 damage for 8 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 1680; dur 6; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1680 damage for 6 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 2000; dur 7; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 2000 damage for 7 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 1981; dur 6; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1981 damage for 6 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the sneak (threshold 40; blocks 11; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 40 up to 11 times. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 43; blocks 9; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 9 times. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 34; blocks 9; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 34 up to 9 times. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 281; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (77% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 281 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Scroll of Summoning (Limmir the Jeweler)Powered by unknown forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome It can be used to summon Limmir the jeweler at the center of the lake of the moon Activation costs 1 power out of 1/1. Magical scrolls can have wildly different effects! |
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... |
Yvoleta the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 61% Damage when hit (Melee): 4 blight Changes resistances: +14% mind Changes damage: +9% acid Critical mult.: +25.00% Confusion immunity: +26% Maximum vim: +20.00 Spellpower: +10 (+1 eff.) Amulets make your neck look great! |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
BelinnInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +30 (+6 eff.) Physical power: +20 (+3 eff.) Defense: +10 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 37 Changes stats: +7 Con Critical mult.: +20.00% Stamina each turn: +3.00 Maximum stamina: +20.00 Spellpower: +10 (+1 eff.) Amulets make your neck look great! |
Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Gunerion the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +9% nature / +9% blight Talent mastery: +0.25 Corruption / Vile life Reduces incoming crit damage: 10.00% Spell save: +18 (+5 eff.) Disarm immunity: +20% Life regen: +4.00 Only die when reaching: -80.00 life Maximum life: +40.00 Amulets make your neck look great! |
The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 26 power out of 36/36) : Effective talent level: 5.5 Power cost: 26 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (249). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Anykath the WindboneInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +14 Dex / +7 Cun / +7 Con Changes resistances: +12% nature / +9% lightning Changes resistances penetration: +10% nature Changes damage: +6% nature Blindness immunity: +26% Life regen: +4.00 Stamina each turn: +1.30 Infravision radius: +8 Sight radius: +2 See invisible: +9 Movement speed: +10% Amulets make your neck look great! |
Barkvalor the stralite amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 25% chance to slow global speed by 66% * 25% chance to reduce all saves and defense by 37 Changes resistances: +21% lightning / +26% temporal / +18% mind / +18% nature Changes resistances penetration: +15% lightning Changes damage: +33% mind Pinning immunity: +44% Knockback immunity: +32% Amulets make your neck look great! |
CloudorderInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage when hit (Melee): 10 nature Changes resistances: +12% lightning / +20% cold / +23% fire / +15% nature / +5% arcane Changes resistances penetration: +26% arcane / +10% lightning Changes damage: +18% lightning / +12% arcane Amulets make your neck look great! |
GunahirInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical crit. chance: +6.0% Defense: +25 (+4 eff.) Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 50 Changes resistances: +16% physical Changes resistances penetration: +15% physical Changes damage: +15% arcane Critical mult.: +20.00% Stamina each turn: +4.00 Amulets make your neck look great! |
Haloleg the KindleslicerPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +5 (+1 eff.) Defense: +5 (+0 eff.) Changes stats: +6 Mag Changes resistances: +45% fire / +39% cold Changes resistances penetration: +5% fire Changes damage: +12% physical Amulets make your neck look great! |
MirinPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Dex / +17 Mag / +3 Wil Changes damage: +5% acid / +6% fire / +6% cold / +5% lightning Spellpower: +5 (+1 eff.) Spell crit. chance: +5% Infravision radius: +3 Amulets make your neck look great! |
ScorchtitanInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +12 Armour: +8 Changes resistances: +12% fire / +5% arcane / +17% physical Changes damage: +12% arcane Critical mult.: +20.00% Stamina each turn: +0.90 Amulets make your neck look great! |
Cyrabeth the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Changes stats: +10 Cun Changes resistances: +12% light / +18% darkness Poison immunity: +21% Life regen: +4.14 Spell crit. chance: +5% Healing mod.: +21% Amulets make your neck look great! |
Flarebraid the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 8 fire / 10 cold Changes stats: +6 Str / +6 Wil Changes resistances: +29% light / +28% darkness Changes resistances penetration: +30% fire Changes damage: +9% cold / +27% fire Blindness immunity: +50% Light radius: +4 Amulets make your neck look great! |
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 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 8 power out of 48/48) : Effective talent level: 5.5 Power cost: 8 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 934.42 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. |
GlacierspikeInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +26 (+6 eff.) Defense: +33 (+5 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +32 Lck Changes resistances: +9% temporal / +9% cold Changes damage: +3% cold / +3% temporal Cut immunity: +60% Healing mod.: +24% Reduce all damage from unseen attackers: 33% It can be used to activate talent Heal, placing all other charms into a 26 cooldown : Effective talent level: 4.5 Power cost: 26 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 473 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
voratun amulet 'Dagegund'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +4 Str / +2 Dex Changes resistances: +29% fire / +28% mind / +22% cold Changes damage: +9% physical Confusion immunity: +50% Only die when reaching: -60.00 life Maximum stamina: +30.00 Combat speed: +10% Amulets make your neck look great! |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 8 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. |
savior's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Physical save: +7 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+1 eff.) Rings make your fingers look great! |
warrior's copper ring of fire (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Baletodur the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Con Critical mult.: +20.00% Blindness immunity: +38% Mana each turn: +0.08 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +100.00 Infravision radius: +5 See stealth: +14 See invisible: +11 Damage Shield penetration: +20% Rings make your fingers look great! |
Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
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. |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+2 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
YarehirPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +25 (+4 eff.) Changes resistances: +32% darkness / +3% light Changes damage: +16% darkness Poison immunity: +20% Disarm immunity: +20% Teleport immunity: +20% Healing mod.: +20% Rings make your fingers look great! |
Yaryneg the gold ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +29 (+6 eff.) Armour penetration: +11 Armour: +2 Defense: +9 (+1 eff.) Changes resistances: +3% acid / +24% nature / +24% light Changes damage: +3% physical / +12% nature / +12% light Physical save: +6 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 3.5 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring 'Arcrock'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +12% temporal / +6% light / +12% cold / +9% nature / +28% fire Changes damage: +12% lightning / +14% fire / +6% arcane Stun/Freeze immunity: +20% Rings make your fingers look great! |
gold ring 'Polibreda'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +10 Str / +7 Con Changes resistances: +32% light Changes damage: +16% light / +6% mind Life regen: +13.00 Maximum life: +72.00 Mental crit. chance: +3% Infravision radius: +3 Healing mod.: +13% Rings make your fingers look great! |
Bokenarigund the QuenchviperCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +35 (+5 eff.) Defense: +20 (+3 eff.) Damage when hit (Melee): 12 cold / 10 physical Changes stats: +5 Str / +4 Con Changes resistances: +6% arcane Changes damage: +27% physical / +18% cold Disarm immunity: +40% Pinning immunity: +44% Knockback immunity: +44% Stamina each turn: +3.72 Maximum life: +44.00 Rings make your fingers look great! |
Erelerin the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 25% chance to reduce all saves and defense by 37 Changes stats: +4 Wil / +8 Mag Changes resistances penetration: +31% arcane Critical mult.: +24.98% Spell save: +16 (+4 eff.) Maximum mana: +124.90 Spell crit. chance: +10% Defense after a teleport: +19 Resist all after a teleport: +19% New effects duration reduction after a teleport: +19% Rings make your fingers look great! |
Getezilarand the stralite ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +31 (+6 eff.) Armour penetration: +6 Physical power: +25 (+3 eff.) Changes stats: +2 Dex / +18 Con Changes damage: +18% mind Physical save: +18 (+4 eff.) Stamina each turn: +3.00 Rings make your fingers look great! |
Kerak the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+1 eff.) Damage when hit (Melee): 11 blight Changes stats: +8 Str / +3 Dex / +3 Wil / +16 Con Changes resistances: +9% blight / +9% acid Light radius: +3 Rings make your fingers look great! |
Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
TorchwinterPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 6 darkness / 4 fire Changes stats: +5 Mag / +12 Wil Changes resistances: +3% fire Changes damage: +9% darkness / +9% fire Mental save: +12 (+3 eff.) Blindness immunity: +24% Spellpower: +9 (+1 eff.) Infravision radius: +4 See stealth: +15 See invisible: +14 Rings make your fingers look great! |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
conjurer's stralite ring of wardingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Mag / +6 Wil Changes resistances: +18% acid / +18% fire / +10% lightning / +17% cold Spellpower: +9 (+1 eff.) Rings make your fingers look great! |
Arolaith the voratun ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +32 (+6 eff.) Physical crit. chance: +6.0% Defense: +15 (+2 eff.) Changes stats: +7 Dex Changes damage: +9% arcane Critical mult.: +21.07% Silence immunity: +50% Mana each turn: +0.40 Only die when reaching: -84.29 life Maximum stamina: +30.00 Rings make your fingers look great! |
Emelarelaith the PitchwellCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +15% darkness Changes damage: +21% arcane Mental save: +19 (+4 eff.) Stun/Freeze immunity: +50% Life regen: +9.00 Hate when firing a critical mind attack: +5.00 Maximum psi: +30.00 Mindpower: +15 (+4 eff.) Mental crit. chance: +6% Rings make your fingers look great! |
Glothra the SepsisgloryInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 25% chance to slow global speed by 66% Changes stats: +2 Mag Changes resistances: +30% nature Changes resistances penetration: +25% blight / +20% darkness Changes damage: +15% nature Critical mult.: +24.66% Mana each turn: +0.28 Maximum mana: +80.00 Spell crit. chance: +7% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Rings make your fingers look great! |
IslydabaCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +16 Defense: +14 (+2 eff.) Effects on melee hit: * 21% chance to reduce armor by 61% Changes resistances: +9% blight / +16% temporal / +5% arcane Physical save: +19 (+5 eff.) Blindness immunity: +20% Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 29 cooldown : Effective talent level: 5.5 Power cost: 29 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Ulfugathel the FrostraiderCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Effects on melee hit: * 21% chance to gain 10% of a turn (3/turn limit) Changes stats: +10 Cun / +10 Dex Changes resistances: +31% cold / +12% fire Changes resistances penetration: +26% arcane Changes damage: +9% cold / +15% fire Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+3 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 5 power out of 6/6) : Effective talent level: 5.5 Power cost: 5 out of 6/6. Range: 10 Travel Speed: 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 994.52 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Awakened Staff of Absorption (172% power, 60 apr, cold element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) 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 Activation costs 145 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." |
Silirialdanor the dragonbone magestaff (136% power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +14.0% Damage (Melee): 34 arcane Changes stats: +1 Dex Changes damage: +30% arcane / +18% physical Talent granted: +1 Command Staff Critical mult.: +10.00% Mana each turn: +0.39 Vim when firing critical spell: +5.00 Maximum mana: +222.00 Maximum stamina: +30.00 Maximum vim: +39.00 Spellpower: +37 (+5 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Aerithra' (136% power, 6 apr, arcane element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +14 Con Changes resistances: +18% temporal Changes resistances penetration: +5% temporal Changes damage: +9% blight / +30% arcane / +3% mind Talent granted: +1 Command Staff Critical mult.: +15.00% Mental save: +3 (+0 eff.) Life regen: +4.00 Spellpower: +33 (+4 eff.) Spell crit. chance: +18% Mental crit. chance: +3% Healing mod.: +60% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Nimbusorder' (136% power, 6 apr, light element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +14 (+2 eff.) Changes stats: +13 Con Changes resistances: +6% lightning / +3% mind Changes resistances penetration: +5% lightning Changes damage: +30% light / +12% lightning Talent granted: +1 Command Staff Blindness immunity: +20% Stun/Freeze immunity: +20% Life regen: +8.14 Spellpower: +32 (+4 eff.) Spell crit. chance: +5% Light radius: +5 Healing mod.: +49% It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 2.5 Power cost: 5 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 and deals 432.10 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Saledalramira' (136% 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. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +12 Armour Hardiness: +12% Defense: +18 (+3 eff.) Changes resistances penetration: +10% blight / +15% temporal / +10% arcane Changes damage: +30% lightning / +30% fire / +39% arcane / +30% cold Talent granted: +1 Command Staff Physical save: +9 (+2 eff.) Spell save: +12 (+3 eff.) Maximum vim: +10.00 Spellpower: +70 (+9 eff.) Spell crit. chance: +6% Damage Shield penetration: +30% Damage Shield Power: +20% Reduces paradox anomalies(equivalent to willpower): +10 Staves designed for wielders of magic, by the greats of the art. |
Falyldil (171% 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. Power: 171% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (radius 2) on crit: +16 physical When wielded/worn: Accuracy: +27 (+6 eff.) Armour: +4 Defense: +15 (+2 eff.) Changes stats: +37 Str / +46 Dex / +29 Mag / +36 Wil / +38 Cun / +38 Con Changes resistances penetration: +10% arcane Changes damage: +6% blight Combat speed: +10% Massive two-handed battleaxes. |
Ginn the Starslice (176% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +42 cold Damage (radius 2) on crit: +20 light When wielded/worn: Accuracy: +21 (+5 eff.) Physical crit. chance: +2.0% Defense: +21 (+3 eff.) Damage when hit (Melee): 4 arcane Changes stats: +19 Mag / +14 Wil Disarm immunity: +62% Spellpower: +20 (+3 eff.) Spell crit. chance: +2% Massive two-handed swords. |
Blade of Distorted Time (150% power, 40 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 150% Range: 1.4x Uses stats: 20% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 281 temporal damage and slows enemies in radius 6 of the target by 291% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 8 power out of 10/10) : Effective talent level: 5.5 Power cost: 8 out of 10/10. Range: 9 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 103% damage. Then teleport next to a second random enemy, attacking for 103% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
Morrigor (161% power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 162% Range: 1.4x Uses stats: 60% Mag, 60% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 304.06 arcane and 204.88 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+3 eff.) Spell crit. chance: +12% It can be used to activate talent Corrosive Worm (costing 9 power out of 12/12) : Effective talent level: 4.5 Power cost: 9 out of 12/12. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 19% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 96 acid damage in a 4 radius ball. This damage will increase by 73% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
The Black Spike (159% power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
Belytha the steel mace (121% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 122% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Changes resistances: +21% acid Changes resistances penetration: +10% blight Changes damage: +30% blight / +15% temporal Spellpower: +25 (+3 eff.) Blunt and deadly. |
Belera the Obsidianbane (163% power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 163% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 25% chance to reduce damage dealt by 30% Damage when hit (Melee): 12 darkness Changes damage: +15% darkness Mana each turn: +0.24 Spellpower: +37 (+5 eff.) Spell crit. chance: +5% Mindpower: +37 (+9 eff.) Damage Shield penetration: +37% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Blunt and deadly. |
Malulathamnir (162% power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 162% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +20 Damage when hit (Melee): 12 acid Changes resistances: +6% arcane Reduces incoming crit damage: 18.73% Cut immunity: +25% Disarm immunity: +25% Teleport immunity: +25% Only die when reaching: -99.92 life Blunt and deadly. |
Frozenking (153% power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 154% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +36 acid / +45 nature When wielded/worn: Armour penetration: +14 Physical crit. chance: +8.0% Physical power: +37 (+5 eff.) Effects on melee hit: * 25% chance to reduce strength, dexterity, and constitution by 50 Changes resistances penetration: +25% acid / +25% nature Changes damage: +37% cold Mental save: +22 (+5 eff.) Poison immunity: +25% Pinning immunity: +25% Maximum life: +123.29 Blunt and deadly. |
Treecutter the voratun mace (173% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 173% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +29 acid / +42 nature When wielded/worn: Armour penetration: +15 Changes stats: +15 Con / +20 Wil Changes resistances: +6% nature / +18% mind Changes resistances penetration: +25% acid / +35% nature / +15% mind Changes damage: +3% mind Maximum life: +110.00 Blunt and deadly. |
Blood-Letter (140% power, 4.5 apr)Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
dwarven-steel waraxe 'Ragulach' (120% power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 121% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +20 blight Damage (radius 1) on hit: +12 blight / +13 fire When wielded/worn: Changes stats: +5 Dex / +14 Mag / +5 Wil Changes resistances penetration: +20% blight One-handed war axes. |
stralite waraxe 'Smolderreaper' (135% power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 135% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Wound the target dealing 417 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +20 acid When wielded/worn: Physical crit. chance: +12.0% Physical power: +13 (+2 eff.) Damage when hit (Melee): 12 fire Changes resistances: +12% fire Changes resistances penetration: +31% darkness Changes damage: +15% arcane / +12% fire Critical mult.: +24.66% Spell save: +9 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +120.00 One-handed war axes. |
Lisora (151% power, 6 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 29% chance to reduce all saves and defense by 37 Damage (Melee): +25 mind Damage (radius 2) on crit: +8 mind / +90 fire When wielded/worn: Armour: +4 Changes stats: +10 Str / +13 Dex / +11 Mag / +22 Wil / +18 Cun / +10 Con Changes resistances penetration: +22% fire Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Life regen: +4.00 Global speed: +10% One-handed war axes. |
Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 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 (129% power, 20 apr)Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+2 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+4 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Ce'Naldalle the Rootoracle (134% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 198 fire damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 198 damage Damage (radius 2) on crit: +12 nature When wielded/worn: Armour: +8 Changes stats: +10 Str / +11 Dex / +11 Mag / +9 Wil / +9 Cun / +11 Con Changes resistances penetration: +17% fire Changes damage: +25% fire Poison immunity: +20% Disease immunity: +10% Stun/Freeze immunity: +20% Sharp, short and deadly. |
Icy Kill (143% power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 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. |
Islida (132% power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 132% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +18.0% Attack speed: 100% On weapon hit: * 25% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to strike from the target to a second target dealing 198 damage When wielded/worn: Armour: +12 Damage when hit (Melee): 4 mind Changes resistances: +9% temporal Critical mult.: +15.00% Mindpower: +37 (+9 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
Cobraserpent (147% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 18% chance to reduce strength, dexterity, and constitution by 50 * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Damage (Melee): +18 blight / +12 mind Damage (radius 1) on hit: +20 fire When wielded/worn: Changes resistances penetration: +15% nature Changes damage: +3% mind Critical mult.: +10.00% Disease immunity: +33% Hate when firing a critical mind attack: +4.00 Maximum hate: +8.00 Sharp, short and deadly. |
voratun dagger 'Baruizor' (148% power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +16.0% Attack speed: 100% Damage (radius 1) on hit: +25 mind When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +52 (+8 eff.) Effects on melee hit: * 25% chance to gain 10% of a turn (3/turn limit) * 25% chance to reduce all saves and defense by 37 Changes resistances: +6% temporal / +5% physical Changes resistances penetration: +15% mind / +25% temporal Changes damage: +9% physical Disarm immunity: +46% Sharp, short and deadly. |
voratun dagger 'Shocksaw' (150% power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 330 damage over 5 turns and reducing armor and accuracy by 42 When wielded/worn: Accuracy: +42 (+8 eff.) Armour penetration: +30 Effects on melee hit: * 20% chance to reduce armor by 61% Changes resistances penetration: +5% lightning / +15% physical / +30% mind / +14% all Changes damage: +21% mind Sharp, short and deadly. |
pulsing mindstar 'Neritta' (108% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 108% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +10 Defense: +37 (+6 eff.) Effects on melee hit: * 25% chance to reduce all saves and defense by 37 Changes stats: +4 Dex / +13 Wil Changes resistances penetration: +31% mind Talent granted: +1 Attune Mindstar Spell save: +9 (+2 eff.) Only die when reaching: -98.63 life Maximum stamina: +36.99 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Earthwinnow the living mindstar (115% 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 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 66% Damage (Melee): +16 physical When wielded/worn: Armour: +4 Defense: +20 (+3 eff.) Damage when hit (Melee): 4 physical Changes damage: +25% mind Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +11.00 Hate per kill: +4.00 Psi per kill: +5.00 Only die when reaching: -60.00 life Mindpower: +16 (+4 eff.) Mental crit. chance: +23% It can be used to inflict 229.22 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 15 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Gleamrebel (113% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 21% chance to slow global speed by 66% Damage (radius 1) on hit: +21 light Damage (radius 2) on crit: +20 mind When wielded/worn: Damage (Melee): 15 mind / 15 darkness Changes damage: +9% light / +19% mind / +7% darkness Talent granted: +1 Attune Mindstar Spell save: +19 (+5 eff.) Psi when hit: +0.12 Mindpower: +40 (+10 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. |
Hellssmasher the living mindstar (114% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +20 mind When wielded/worn: Armour penetration: +3 Defense: +15 (+2 eff.) Damage (Melee): 20 fire Changes stats: +11 Cun Changes resistances: +20% fire Changes resistances penetration: +15% physical / +27% fire Changes damage: +19% fire Talent granted: +1 Attune Mindstar Mindpower: +41 (+10 eff.) Mental crit. chance: +5% Global speed: +10% 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. |
Lisilrathra the Kindletrail (115% 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 Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +8 Effects on melee hit: * 24% chance to reduce armor by 61% Changes resistances: +10% nature Changes resistances penetration: +20% acid / +20% fire / +10% nature Changes damage: +9% nature / +25% mind Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Poison immunity: +20% Life regen: +2.00 Psi when firing a critical mind attack: +4.00 Maximum life: +47.00 Mindpower: +16 (+4 eff.) Mental crit. chance: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Arebreba' (114% 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 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Cun / +2 Wil Changes resistances: +18% darkness Changes resistances penetration: +19% darkness / +10% mind Changes damage: +20% darkness / +6% mind Talent mastery: +0.20 Cursed / Darkness Talent granted: +1 Attune Mindstar Critical mult.: +23.00% Blindness immunity: +22% Hate when firing a critical mind attack: +1.00 Mindpower: +42 (+10 eff.) Mental crit. chance: +7% Healing mod.: +28% Heals friendly targets nearby when you use a nature summon: +53 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Branochak' (116% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +17 Damage (Melee): 14 lightning / 18 cold Changes stats: +5 Str / +6 Dex / +6 Mag / +7 Wil / +6 Cun / +6 Con Changes resistances: +20% lightning / +20% cold / +6% temporal / +6% blight Changes resistances penetration: +17% lightning / +20% cold Changes damage: +15% lightning / +15% cold Talent granted: +1 Attune Mindstar Silence immunity: +21% Life regen: +1.70 Only die when reaching: -20.00 life Maximum life: +150.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Rainrage' (116% power, 56 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 116% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +56 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +27 cold Damage (radius 2) on crit: +16 mind / +16 cold When wielded/worn: Physical power: +35 (+5 eff.) Defense: +20 (+3 eff.) Changes damage: +34% mind / +18% physical Talent granted: +1 Attune Mindstar Psi when firing a critical mind attack: +4.00 Mindpower: +16 (+4 eff.) Mental crit. chance: +11% Infravision radius: +4 See invisible: +15 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Smoldersorrow' (114% 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 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 fire Damage (radius 1) on hit: +24 arcane When wielded/worn: Changes stats: +16 Cun Changes resistances: +6% arcane / +6% fire Changes resistances penetration: +15% arcane / +20% acid Talent granted: +1 Attune Mindstar Critical mult.: +50.00% Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Equilibrium when hit: +2.10 Mindpower: +10 (+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. |
living mindstar 'Sootoozer' (114% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +8 Str / +6 Dex Changes damage: +12% darkness Talent granted: +1 Attune Mindstar Critical mult.: +20.00% Physical save: +22 (+5 eff.) Spell save: +8 (+2 eff.) Mental save: +9 (+2 eff.) Equilibrium when hit: +1.80 Spellpower on spell critical (stacks up to 3 times): +12 Spellpower: +35 (+4 eff.) Spell crit. chance: +6% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% 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. |
Skeletal Claw (167% power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Damage (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+2 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+1 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 15 power out of 20/20) : Effective talent level: 5.5 Power cost: 15 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 5 for 618.79 physical damage, and inflicting bleeding for another 309.39 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Chain Lightning (12% chance level 3). When wielded/worn: Defense: +30 (+5 eff.) Damage (Ranged): 75 lightning Changes stats: +10 Dex / +10 Mag Changes resistances: +20% lightning Changes damage: +25% lightning Talent masteries: +0.50 Spell / Storm +0.50 Spell / Air Spellpower: +30 (+4 eff.) Spell crit. chance: +10% Movement speed: +30% Automatically fires lightning bolts every game turn at nearby enemies dealing 301 to 602 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Spider-Silk Robe of Spydrë (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 (+1 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+3 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)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+2 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning / +13% all Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+3 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. |
Voidknave (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 30% Effects when hit in melee: * 39% chance to reduce strength, dexterity, and constitution by 50 * 33% chance to reduce damage dealt by 30% Changes stats: +12 Wil / +12 Mag Changes resistances: +14% acid / +15% physical / +14% cold / +15% fire / +13% all Changes resistances penetration: +20% darkness / +10% all Changes damage: +7% acid / +15% physical / +9% darkness / +12% temporal / +11% cold / +20% arcane / +21% fire Talent cooldown: Refit Golem (-4 turns) Mana each turn: +0.30 Psi each turn: +0.25 Maximum mana: +77.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: +15% all Spell save: +25 (+6 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). A silk robe, darker than the darkest night sky, it radiates power. |
Unlightspike (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Effects on melee hit: * 22% chance to reduce damage dealt by 30% Changes stats: +6 Mag / +5 Wil Changes resistances: +52% darkness / +15% all Changes resistances penetration: +15% darkness Changes damage: +9% temporal / +27% darkness / +17% all Silence immunity: +47% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +37 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Zedunadar the Umbratitan (0 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +7 Str / +20 Mag / +15 Wil Changes resistances: +12% lightning / +13% cold / +12% darkness / +15% all Changes resistances penetration: +25% temporal / +10% darkness / +13% physical Changes damage: +27% lightning / +37% physical / +6% darkness / +30% cold / +26% temporal Mana each turn: +0.29 Psi each turn: +0.32 Reduces paradox anomalies(equivalent to willpower): +16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Dairofang' (0 def, 4 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +4 Changes stats: +7 Wil / +7 Mag Changes resistances: +9% cold / +15% all Changes resistances penetration: +25% blight Changes damage: +27% all Mana each turn: +0.28 Psi each turn: +0.23 Only die when reaching: -80.00 life Spellpower: +30 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Emelawyn' (20 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +20 (+3 eff.) Changes resistances: +20% acid / +17% physical / +42% lightning / +18% fire / +19% cold / +3% mind / +15% all Changes damage: +16% acid / +23% physical / +28% lightning / +20% fire / +19% cold / +20% all Talent cooldown: Refit Golem (-5 turns) Silence immunity: +10% Pinning immunity: +20% Knockback immunity: +10% Life regen: +4.21 Maximum life: +40.00 Spellpower: +18 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Glorunor' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +2 Mag Changes resistances: +12% lightning / +12% darkness / +12% cold / +11% blight / +12% fire / +12% light / +15% all Physical save: +20 (+5 eff.) Spell save: +77 (+17 eff.) Mental save: +19 (+4 eff.) Mana each turn: +0.40 Mana when firing critical spell: +2.50 Vim when firing critical spell: +2.00 Maximum mana: +92.00 Maximum vim: +20.00 Spellpower: +30 (+4 eff.) Spell crit. chance: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Porowen' (5 def, 23 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +23 Defense: +5 (+0 eff.) Changes resistances: +18% fire / +12% light / +15% all Physical save: +30 (+7 eff.) Spell save: +21 (+5 eff.) Knockback immunity: +24% Life regen: +4.78 Only die when reaching: -80.00 life Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+2 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Hanaruikhad the drakeskin leather armour (20 def, 20 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +20 Defense: +20 (+3 eff.) Fatigue: +8% Changes resistances: +18% lightning / +7% physical / +24% cold / +6% arcane / +18% fire Changes damage: +12% mind Teleport immunity: +25% Life regen: +12.60 Stamina each turn: +2.40 A suit of armour made of leather. |
Ulfeziladig the drakeskin leather armour (20 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+3 eff.) Fatigue: +8% Damage (Melee): 18 acid / 21 fire / 10 darkness Damage (Ranged): 10 darkness Damage when hit (Melee): 16 acid / 11 fire Changes resistances: +30% acid / +60% fire / +30% darkness / +26% temporal Changes resistances penetration: +15% blight Changes damage: +6% mind Mana each turn: +0.16 Psi when hit: +0.16 Maximum mana: +40.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +3% Defense after a teleport: +30 Resist all after a teleport: +23% New effects duration reduction after a teleport: +30% It can be used to blink to a nearby random location (rad 15) Activation puts all charms on cooldown for 19 turns. A suit of armour made of leather. |
Xanavena the drakeskin leather armour (35 def, 37 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +37 Defense: +35 (+5 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 10 fire Changes resistances: +30% fire / +15% mind / +30% physical Knockback immunity: +20% Stamina each turn: +3.00 Only die when reaching: -80.80 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of leather. |
Eilinabreth (5 def, 34 armour)Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +34 Defense: +5 (+0 eff.) Fatigue: +3% Changes resistances: +43% acid / +15% cold / +3% mind / +2% physical Allows you to breathe in: water Reduces incoming crit damage: 15.00% Physical save: +15 (+4 eff.) Maximum life: +60.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of mail. |
voratun mail armour 'Silassra' (5 def, 10 armour)Requires: - Heavy armour training - Strength 48 Powered by arcane forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+0 eff.) Fatigue: +12% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 50 Damage (Melee): 45 acid / 46 fire Damage when hit (Melee): 31 acid / 32 fire Changes resistances: +59% acid / +57% fire / +3% blight / +47% temporal Changes damage: +6% blight Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of mail. |
Arurida the Growkin (15 def, 56 armour)Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +56 Defense: +15 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 4 nature / 8 fire Changes resistances: +18% acid / +13% physical / +13% cold / +43% lightning / +12% fire Physical save: +6 (+2 eff.) Disease immunity: +10% Only die when reaching: -20.00 life A suit of armour made of metal plates. |
Runuruivon (0 def, 16 armour)Requires: - Massive armour training - Strength 60 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +37 (+7 eff.) Physical power: +37 (+5 eff.) Armour: +16 Fatigue: +22% Changes stats: +9 Con Changes resistances: +28% cold Changes resistances penetration: +31% physical Changes damage: +37% physical Physical save: +22 (+5 eff.) A suit of armour made of metal plates. |
Xovena the EbonyvicePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 50 Changes stats: +8 Mag / +8 Wil Changes resistances penetration: +25% darkness Changes damage: +18% darkness / +15% cold Mana when firing critical spell: +2.00 Spellpower: +30 (+4 eff.) Spell crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
Lightning CatcherInfused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
Taintreaper the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +32 (+6 eff.) Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +6 Changes stats: +2 Cun / +5 Con Changes resistances penetration: +26% nature Changes damage: +18% nature / +12% temporal Critical mult.: +36.07% Mindpower: +25 (+6 eff.) A belt that goes around your waist. |
Unrotorain the drakeskin leather beltInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +15 (+2 eff.) Changes stats: +6 Str / +6 Dex / +3 Mag / +8 Cun / +11 Con Changes resistances penetration: +20% acid Changes damage: +18% arcane Physical save: +27 (+6 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +15% Infravision radius: +1 Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Cracklekarma'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +3 Physical crit. chance: +15.0% Damage when hit (Melee): 6 light Changes stats: +6 Cun / +9 Dex Changes resistances: +12% lightning / +9% nature / +15% light Changes resistances penetration: +20% physical Changes damage: +6% lightning Critical mult.: +15.00% Mental crit. chance: +15% A belt that goes around your waist. |
drakeskin leather belt 'Demonhacker'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +16% mind / +9% fire Changes damage: +30% darkness / +12% lightning Reduces incoming crit damage: 15.00% Spell save: +18 (+5 eff.) Mental save: +6 (+1 eff.) Poison immunity: +21% Maximum life: +63.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
Lelodir (13 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +13 (+2 eff.) Changes stats: +7 Dex Changes resistances: +6% fire / +6% nature / +6% darkness Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Physical save: +19 (+5 eff.) Spell save: +18 (+5 eff.) Mental save: +18 (+4 eff.) Poison immunity: +20% Spellpower: +10 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Starblast (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Dex / +15 Mag / +4 Wil Changes damage: +21% light Reduces incoming crit damage: 15.00% Spell save: +11 (+3 eff.) Maximum mana: +64.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Blazestoker' (32 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +32 (+5 eff.) Changes stats: +4 Str / +4 Dex / +2 Cun / +4 Con Changes resistances: +18% fire / +5% arcane / +15% cold Talent mastery: +0.40 Technique / Combat training Spell save: +8 (+2 eff.) Stamina each turn: +1.10 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal 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 (+1 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 21 power out of 28/28) : Effective talent level: 3.5 Power cost: 21 out of 28/28. Range: 7 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 624.78 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. 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)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 60 ice Changes stats: +12 Mag Changes resistances: +25% cold / -15% fire / +8% all Changes damage: +25% cold It can be used to release a radius 4 chilling blast, instantly dealing 1707.42 cold damage and condensing the air into freezing vapors that deal 569.14 cold damage (based on Magic) each turn for 10 turns Activation costs 22 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. |
Unriroddakhad the elven-silk cloak (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +6 Str / +4 Dex / +4 Wil / +4 Cun / +9 Con Changes resistances penetration: +31% arcane Critical mult.: +24.66% Reduces incoming crit damage: 18.49% Mana when firing critical spell: +2.47 Damage Shield penetration: +37% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Furnacebraze' (3 def, 10 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +8 Physical power: +10 (+1 eff.) Armour: +10 Defense: +3 (+0 eff.) Changes stats: +2 Str / +3 Dex / +6 Con Changes resistances: +23% cold / +1% physical Changes resistances penetration: +11% arcane Changes damage: +15% arcane / +6% fire Talent mastery: +0.30 Technique / Combat training Critical mult.: +29.00% Spell save: +13 (+3 eff.) Stamina each turn: +1.50 Maximum mana: +83.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Galebreaker' (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +3 (+0 eff.) Fatigue: -7% Effects on melee hit: * 26% chance to reduce strength, dexterity, and constitution by 50 Damage when hit (Melee): 13 arcane Changes resistances: +7% arcane / +20% mind Changes resistances penetration: +33% lightning / +33% mind Changes damage: +40% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Strikefoe' (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 10 mind Changes stats: +4 Str / +5 Cun / +4 Con Changes resistances: +6% arcane Changes damage: +9% mind / +12% lightning Critical mult.: +24.66% Mental save: +18 (+4 eff.) Maximum hate: +10.00 Mindpower: +37 (+9 eff.) Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 37 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
The Black Boots (2 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Movement speed: +12% Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+0 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 15 power out of 20/20) : Effective talent level: 4.5 Power cost: 15 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of hardened leather boots 'Gleamrace' (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Str / +1 Dex / +10 Mag / +5 Wil Changes resistances: +6% light Changes damage: +9% light Reduces incoming crit damage: 10.00% Lowers spell cool-downs by: 10% A pair of boots made of leather. |
Maledotar the Treesorrow (0 def, 14 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +14 Effects on melee hit: * 20% chance to slow global speed by 66% Damage when hit (Melee): 4 nature Changes stats: +7 Cun / +7 Dex Changes resistances: +3% nature Changes damage: +3% light / +9% acid Light radius: +3 Infravision radius: +3 It can be used to activate talent Disengage, placing all other charms into a 11 cooldown : Effective talent level: 3.5 Power cost: 11 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Relgakalthondur (49 def, 7 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +7 Defense: +49 (+8 eff.) Changes stats: +13 Dex Changes resistances: +5% arcane / +6% temporal Physical save: +3 (+1 eff.) Disarm immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +10% Life regen: +11.00 Maximum life: +80.00 Healing mod.: +19% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 22 cooldown : Effective talent level: 5.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 43% chance to evade melee and ranged attacks and 93 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Boots of the Hunter (2 def, 12 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+0 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 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) Activation costs 24 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. |
Scorched Boots (4 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+0 eff.) Fatigue: +8% Changes damage: +15% blight / +15% fire / +15% darkness Spellpower: +13 (+2 eff.) Spell crit. chance: +6% It can be used to activate talent Poison Storm (costing 22 power out of 40/40) : Effective talent level: 4.5 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 9 turns. Each creature hit by the storm takes 89.37 blight damage and is poisoned for 357.48 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 38%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 30% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
Sleetquarry the pair of voratun boots (18 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+3 eff.) Fatigue: +4% Changes stats: +6 Mag Changes resistances penetration: +20% blight Changes damage: +30% blight / +6% cold Critical mult.: +20.69% Maximum vim: +51.72 Damage Shield penetration: +20% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 22 cooldown : Effective talent level: 5.5 Power cost: 22 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 43% chance to evade melee and ranged attacks and 93 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Snowbrawn the pair of voratun boots (0 def, 5 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -5% Effects on melee hit: * 20% chance to reduce armor by 61% Damage when hit (Melee): 2 cold Changes resistances: +12% lightning / +11% temporal / +3% acid Changes resistances penetration: +25% acid Changes damage: +9% acid / +6% arcane Stamina each turn: +0.70 Maximum life: +49.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Borodraromildil' (21 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +21 (+3 eff.) Fatigue: +4% Changes stats: +7 Str / +31 Dex / +5 Mag Critical mult.: +20.00% Reduces incoming crit damage: 18.61% Only die when reaching: -99.28 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Vilejeer the rough leather gloves (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce all saves and defense by 37 * 20% chance to slow global speed by 66% * 20% chance to reduce damage dealt by 30% Damage (Melee): 6 nature Changes resistances: +9% nature Changes resistances penetration: +10% nature Changes damage: +4% nature / +6% mind When used to modify unarmed attacks: Power: 95% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Venomous Breath (10% chance level 1). Damage (radius 2) on crit: +6 nature Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 When used to modify unarmed attacks: Power: 115% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Call Lightning (25% chance level 5). Damage (Melee): +10 lightning / +10 cold It can be used to activate talent Throw Boulder (costing 5 power out of 6/6) : Effective talent level: 3.5 Power cost: 5 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 516.79 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Bogslice (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +18 (+2 eff.) Armour: +3 Effects on melee hit: * 24% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Str Changes resistances: +12% lightning Changes resistances penetration: +30% lightning / +30% nature Changes damage: +36% nature / +9% darkness Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% When used to modify unarmed attacks: Power: 145% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cobrawrither (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +20 (+3 eff.) Armour: +3 Changes stats: +6 Str Changes resistances: +9% lightning / +15% light / +12% nature / +12% fire / +6% arcane / +15% mind Changes damage: +9% nature Spell save: +22 (+6 eff.) When used to modify unarmed attacks: Power: 146% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Cloudpower' (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 25% chance to reduce strength, dexterity, and constitution by 50 * 25% chance to reduce damage dealt by 30% Damage (Melee): 14 lightning Changes resistances: +45% lightning / +18% nature Changes resistances penetration: +15% darkness Changes damage: +25% lightning / +36% blight When used to modify unarmed attacks: Power: 132% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 5). Damage (radius 2) on crit: +15 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Layukira the voratun gauntlets (0 def, 24 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +24 Fatigue: +5% Changes resistances: +12% lightning / +9% light Changes resistances penetration: +15% temporal Reduces incoming crit damage: 15.00% Mental save: +12 (+3 eff.) Maximum life: +76.00 Mindpower: +15 (+4 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Power: 148% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +10 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Displacement Shield (10% chance level 3). When this weapon hits: Wave of Power (15% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Will of Ul'Gruth (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 40% Str, 40% Dex, 10% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 19 power out of 25/25) : Effective talent level: 4.5 Power cost: 19 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 171% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Cuthoroddagen the elven-silk wizard hat (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 (+0 eff.) Effects on melee hit: * 23% chance to slow global speed by 66% Changes stats: +9 Cun / +10 Wil Changes resistances: +3% blight / +13% fire / +14% cold Reduces incoming crit damage: 17.49% Physical save: +24 (+6 eff.) Spell save: +3 (+1 eff.) Mental save: +15 (+3 eff.) Confusion immunity: +20% Healing mod.: +15% A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Splendourking' (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+1 eff.) Defense: +3 (+0 eff.) Changes stats: +10 Mag / +2 Cun / +3 Con Changes resistances: +6% light Changes damage: +15% acid / +24% physical / +3% light / +15% lightning / +9% fire / +15% arcane / +15% cold Spell save: +15 (+4 eff.) Life regen: +6.00 Damage Shield Power: +14% A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Stormquarry' (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Damage when hit (Melee): 6 nature / 8 lightning Changes resistances: +15% lightning / +14% temporal Changes resistances penetration: +20% lightning / +31% fire / +30% nature Changes damage: +36% lightning / +12% fire Light radius: +4 A pointy cloth hat, very wizardly... |
Infused Cerebrum (8 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+2 eff.) Mindpower: +12 (+3 eff.) It can be used to assault the mind of a foe to utterly dominate it Activation costs 73 power out of 150/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
Crown of the Elements (0 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +10 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +10 Mag / +10 Wil Changes resistances: +25% acid / +25% fire / +25% cold / +25% lightning Changes damage: +25% acid / +25% fire / +25% cold / +25% lightning Spellpower: +15 (+2 eff.) Mindpower: +15 (+4 eff.) This jeweled crown shimmers with colors. |
Dagadig (23 def, 6 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +23 (+3 eff.) Damage when hit (Melee): 8 arcane Changes stats: +3 Dex / +7 Mag Changes resistances: +5% physical / +30% fire Changes resistances penetration: +15% arcane Changes damage: +20% fire A pointy cloth hat, very wizardly... |
Hazebrace (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 (+0 eff.) Changes resistances: +6% cold / +12% mind / +9% light Changes resistances penetration: +15% cold Changes damage: +6% temporal / +12% light / +15% physical / +17% arcane / +9% cold / +16% mind / +7% darkness Physical save: +14 (+4 eff.) Mental save: +17 (+4 eff.) Maximum mana: +64.00 Maximum psi: +30.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +4% Light radius: +3 A pointy cloth hat, very wizardly... |
Pitchbane (28 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Physical power: +35 (+5 eff.) Defense: +28 (+4 eff.) Effects on melee hit: * 25% chance to reduce damage dealt by 30% Damage when hit (Melee): 8 physical Changes stats: +10 Dex Changes resistances: +15% fire / +14% cold Physical save: +18 (+4 eff.) Light radius: +4 A pointy cloth hat, very wizardly... |
The Black Crown (0 def, 15 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Cyroldadhemira the Lightobeisance (7 def, 30 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +30 Defense: +7 (+1 eff.) Fatigue: +5% Changes resistances: +12% fire / +12% light / +6% all Changes resistances penetration: +29% light Changes damage: +24% fire Physical save: +12 (+3 eff.) Poison immunity: +23% Healing mod.: +23% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Frostbloom (20 def, 27 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +27 Defense: +20 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 8 arcane Changes stats: +5 Cun / +13 Wil Changes resistances: +21% nature / +12% cold Changes damage: +12% cold Critical mult.: +20.00% Knockback immunity: +27% Mana each turn: +0.28 Mindpower: +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yvigalle (10 def, 7 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +11 (+1 eff.) Armour: +7 Defense: +10 (+1 eff.) Fatigue: +5% Changes stats: +6 Str / +13 Wil Changes resistances: +9% blight / +15% physical / +3% nature / +9% cold Physical save: +38 (+8 eff.) Mental save: +12 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
16 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
13 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 22 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
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. |
741 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. |
75 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. |
Bleakransom the alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 30% Changes resistances: +8% cold / +8% temporal Changes resistances penetration: +25% darkness / +25% mind Mana each turn: +0.08 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +10 Light radius: +4 Defense after a teleport: +13 Resist all after a teleport: +15% New effects duration reduction after a teleport: +22% A normal brass lantern, enhanced by alchemy to make it brighter. |
Runechik the alchemist's lampInfused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +12% blight / +1% physical / +6% temporal / +3% all Spell save: +8 (+2 eff.) Silence immunity: +20% Maximum life: +100.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Dúathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Damage (Melee): 20 darkness Changes stats: +5 Mag Changes resistances: +30% light Changes resistances cap: +10% light Talent masteries: +0.20 Cunning / Stealth +0.20 Cursed / Darkness Light radius: -1000 Infravision radius: +7 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. Talent on hit(spell): Invoke Darkness (15% chance level 4). This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Ebonystriker of the BlightspawnInfused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Effects when hit in melee: * 50% chance to reduce strength, dexterity, and constitution by 50 * 29% chance to reduce damage dealt by 30% Damage when hit (Melee): 2 nature Changes stats: +4 Wil Changes resistances: +3% lightning / +15% nature / +3% all Changes resistances penetration: +5% lightning Changes damage: +9% nature Critical mult.: +14.00% Spell save: +11 (+3 eff.) Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Voredhewyn the ScumquellCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +4 Dex / +8 Mag / +4 Wil Changes resistances penetration: +20% nature / +30% acid Changes damage: +24% acid Reduces incoming crit damage: 17.75% Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 19 power out of 25/25) : Effective talent level: 3.5 Power cost: 19 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 943.14 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 943.14 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
voratun pickaxe 'Blindpunish' (dig speed 17 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +10.0% Physical power: +20 (+3 eff.) Armour: +16 Defense: +37 (+6 eff.) Damage when hit (Melee): 10 arcane Changes stats: +18 Str / +10 Wil Changes resistances penetration: +31% arcane Changes damage: +18% darkness Mental crit. chance: +9% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Kindlespawn' (dig speed 8 turns)Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 37 Changes stats: +3 Str Changes resistances penetration: +20% fire / +10% mind / +10% light Changes damage: +22% fire / +15% mind / +12% light Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +25 (+6 eff.) Maximum life: +77.00 Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 7 power out of 9/9) : Effective talent level: 4.5 Power cost: 7 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 1338.63 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal Changes damage: +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 15 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
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 Activation costs 1 power out of 1/1. This orb is warm to the touch. |
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 Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
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 Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)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 Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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) Activation costs 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. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 2240.59 fire damage (based on Magic) Activation costs 37 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2)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 Activation costs 146 power out of 322/400. 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. |
iron torque of gale force 'Obsidianqueller' [power 105] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 37 * 20% chance to slow global speed by 66% * 20% chance to reduce damage dealt by 30% Damage when hit (Melee): 2 darkness Changes damage: +3% darkness It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 190 physical damage Activation puts all charms on cooldown for 11 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
soothing steel torque of mindblast [power 150] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 236 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 11 turns. When used: * Heal for 30. Torques are made by powerful psionics to store psionic powers. |
Durithel the Lightnight [power 131] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Changes stats: +8 Wil Changes damage: +21% blight / +12% nature / +12% light Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +124.10 Spellpower: +30 (+4 eff.) Light radius: +4 It can be used to setup a psionic shield, reducing all damage taken by 131 for 5 turns Activation puts all charms on cooldown for 19 turns. When used: * Reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
stralite torque of gale force 'Halosastir' [power 370] (11 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical power: +15 (+2 eff.) Changes stats: +3 Str Mana each turn: +0.40 Maximum mana: +60.00 Maximum stamina: +30.00 Spell crit. chance: +6% It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 670 physical damage Activation puts all charms on cooldown for 11 turns. When used: * Increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Duverain [power 173] (19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +37 (+7 eff.) Armour penetration: +6 Physical crit. chance: +10.0% Physical power: +37 (+5 eff.) Changes resistances penetration: +31% acid Stamina each turn: +3.75 It can be used to setup a psionic shield, reducing all damage taken by 173 for 5 turns Activation puts all charms on cooldown for 19 turns. When used: * Reduce fatigue by 60% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Mardidunahek the elven-wood totem of healing [power 434] (11 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str / +13 Dex / +8 Wil / +5 Cun / +4 Con Changes resistances penetration: +30% arcane Reduces incoming crit damage: 18.61% Light radius: +4 See invisible: +9 It can be used to heal yourself and all friendly characters within 10 spaces for 434 Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quick elven-wood totem of stinging [power 326] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to sting an enemy dealing 531 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
Shockpiety the dragonbone totem of healing [power 554] (11 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 23% chance to reduce armor by 61% Damage when hit (Melee): 4 acid / 4 darkness Changes resistances: +15% acid / +6% darkness Changes damage: +15% lightning It can be used to heal yourself and all friendly characters within 10 spaces for 554 Activation puts all charms on cooldown for 11 turns. When used: * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Siluta [power 416] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Armour: +14 Defense: +31 (+5 eff.) Maximum wards: +6 blight / +5 cold / +6 arcane / +6 light Changes resistances penetration: +20% temporal Talent granted: +1 Ward Critical mult.: +20.00% Physical save: +9 (+2 eff.) Only die when reaching: -40.00 life Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% It can be used to create a shield absorbing up to 853 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elven-wood wand of lightning storm 'Mydorig' [power 428] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Changes stats: +6 Str / +3 Dex / +5 Wil / +3 Con Maximum wards: +5 acid / +6 cold / +6 nature / +5 darkness Changes damage: +21% acid / +18% mind Talent granted: +1 Ward See invisible: +9 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 243 lightning damage and will be dazed for 1 turn (1215 total damage) Activation puts all charms on cooldown for 11 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Fireidol the dragonbone wand of conjuration [power 460] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +15% lightning / +33% fire Changes damage: +12% fire Psi when hit: +0.36 Hate when firing a critical mind attack: +6.28 Maximum psi: +62.85 Mindpower: +30 (+8 eff.) It can be used to fire a magical bolt dealing 1254 fire damage Activation puts all charms on cooldown for 11 turns. When used: * Increase all damage by 30% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Hailrebel the dragonbone wand of shielding [power 560] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Defense: +35 (+5 eff.) Damage when hit (Melee): 10 cold Changes resistances: +18% cold / +15% fire Maximum wards: +5 blight / +6 light / +6 darkness / +6 lightning Changes resistances penetration: +15% cold Changes damage: +9% physical Talent granted: +1 Ward Physical save: +21 (+5 eff.) Only die when reaching: -80.00 life It can be used to create a shield absorbing up to 1148 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Hettarain the dragonbone wand of conjuration [power 475] (11 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Accuracy: +40 (+8 eff.) Armour: +10 Defense: +40 (+6 eff.) Damage when hit (Melee): 13 blight Changes resistances penetration: +33% physical Changes damage: +12% blight Physical save: +24 (+6 eff.) Maximum stamina: +39.69 It can be used to fire a magical bolt dealing 1295 fire damage Activation puts all charms on cooldown for 11 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Xanedheda the Pyrenoon [power 560] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour: +10 Changes resistances: +15% lightning Maximum wards: +6 arcane / +6 fire / +5 light / +5 temporal Changes resistances penetration: +10% arcane / +25% fire Changes damage: +18% arcane Talent granted: +1 Ward Confusion immunity: +20% Stun/Freeze immunity: +20% It can be used to create a shield absorbing up to 1148 damage on yourself and all friendly characters within 10 spaces for 5 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "Home, Horrific Home"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 5 It can be used to read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
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.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Bobnus the Skeleton Arcane Blade level 36
79th Haze 122nd year of Ascendancy at 20:09 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Bobnus the Skeleton Arcane Blade level 50
22nd Dusk 123rd year of Ascendancy at 03:05 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Bobnus the Skeleton Arcane Blade level 36
78th Haze 122nd year of Ascendancy at 03:19 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Bobnus the Skeleton Arcane Blade level 32
68th Haze 122nd year of Ascendancy at 00:13 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Bobnus the Skeleton Arcane Blade level 40
12nd Regrowth 123rd year of Ascendancy at 19:53 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By Bobnus the Skeleton Arcane Blade level 48
13rd Dusk 123rd year of Ascendancy at 09:49 see stats
Bookception! (Insane (Adventure) difficulty)
Found the Forbidden Tome reward inside the Forbidden Tome: "Of Knowledge And Horrors".By Bobnus the Skeleton Arcane Blade level 50
20th Dusk 123rd year of Ascendancy at 23:37 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By Bobnus the Skeleton Arcane Blade level 39
7th Regrowth 123rd year of Ascendancy at 20:17 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Bobnus the Skeleton Arcane Blade level 20
51st Dusk 122nd year of Ascendancy at 09:31 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Bobnus the Skeleton Arcane Blade level 15
22nd Dusk 122nd year of Ascendancy at 17:30 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By Bobnus the Skeleton Arcane Blade level 38
3rd Allure 123rd year of Ascendancy at 10:15 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Bobnus the Skeleton Arcane Blade level 31
39th Haze 122nd year of Ascendancy at 05:00 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun.By Bobnus the Skeleton Arcane Blade level 47
77th Pyre 123rd year of Ascendancy at 03:21 see stats
Evil denied (Insane (Adventure) difficulty)
Won ToME by preventing the Void portal from opening.By Bobnus the Skeleton Arcane Blade level 50
64th Haze 123rd year of Ascendancy at 06:55 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Bobnus the Skeleton Arcane Blade level 20
52nd Dusk 122nd year of Ascendancy at 23:47 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Bobnus the Skeleton Arcane Blade level 34
73rd Haze 122nd year of Ascendancy at 21:55 see stats
Fear of Fours (Insane (Adventure) difficulty)
Killed all four bosses of the Slime Tunnels.By Bobnus the Skeleton Arcane Blade level 50
62nd Haze 123rd year of Ascendancy at 13:24 see stats
Guiding Hand (Insane (Adventure) difficulty)
Saved all escorted adventurers.By Bobnus the Skeleton Arcane Blade level 37
2nd Wintertide 123rd year of Ascendancy at 15:11 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bobnus the Skeleton Arcane Blade level 26
20th Haze 122nd year of Ascendancy at 03:36 see stats
I cleared the room of death and all I got was this lousy achievement! (Insane (Adventure) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Bobnus the Skeleton Arcane Blade level 42
13rd Regrowth 123rd year of Ascendancy at 19:44 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Bobnus the Skeleton Arcane Blade level 10
3rd Flare 122nd year of Ascendancy at 02:52 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Bobnus the Skeleton Arcane Blade level 20
51st Dusk 122nd year of Ascendancy at 05:48 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Bobnus the Skeleton Arcane Blade level 30
31st Haze 122nd year of Ascendancy at 08:09 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By Bobnus the Skeleton Arcane Blade level 40
10th Regrowth 123rd year of Ascendancy at 21:43 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By Bobnus the Skeleton Arcane Blade level 50
20th Dusk 123rd year of Ascendancy at 23:35 see stats
Orcrist (Insane (Adventure) difficulty)
Killed the leaders of the Orc Pride.By Bobnus the Skeleton Arcane Blade level 50
14th Haze 123rd year of Ascendancy at 08:08 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Bobnus the Skeleton Arcane Blade level 43
76th Regrowth 123rd year of Ascendancy at 03:28 see stats
Race through fire (Insane (Adventure) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Bobnus the Skeleton Arcane Blade level 50
74th Dusk 123rd year of Ascendancy at 03:11 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Bobnus the Skeleton Arcane Blade level 30
33rd Haze 122nd year of Ascendancy at 08:21 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By Bobnus the Skeleton Arcane Blade level 45
56th Pyre 123rd year of Ascendancy at 21:17 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Bobnus the Skeleton Arcane Blade level 30
31st Haze 122nd year of Ascendancy at 18:17 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Bobnus the Skeleton Arcane Blade level 39
3rd Allure 123rd year of Ascendancy at 22:16 see stats
Tactical master (Insane (Adventure) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Bobnus the Skeleton Arcane Blade level 50
64th Haze 123rd year of Ascendancy at 06:54 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Bobnus the Skeleton Arcane Blade level 9
1st Summertide 122nd year of Ascendancy at 19:59 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Bobnus the Skeleton Arcane Blade level 50
14th Haze 123rd year of Ascendancy at 05:16 see stats
The Sun Still Shines (Insane (Adventure) difficulty)
Aeryn survived the last battle.By Bobnus the Skeleton Arcane Blade level 50
64th Haze 123rd year of Ascendancy at 06:55 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By Bobnus the Skeleton Arcane Blade level 47
77th Pyre 123rd year of Ascendancy at 01:07 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Bobnus the Skeleton Arcane Blade level 18
36th Dusk 122nd year of Ascendancy at 16:20 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Bobnus the Skeleton Arcane Blade level 43
34th Regrowth 123rd year of Ascendancy at 05:52 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Bobnus the Skeleton Arcane Blade level 21
54th Dusk 122nd year of Ascendancy at 00:28 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Bobnus the Skeleton Arcane Blade level 14
6th Dusk 122nd year of Ascendancy at 05:43 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Bobnus the Skeleton Arcane Blade level 35
77th Haze 122nd year of Ascendancy at 14:29 see stats
You were not supposed to see that! (Insane (Adventure) difficulty)
Read a Forbidden Tome.By Bobnus the Skeleton Arcane Blade level 49
19th Dusk 123rd year of Ascendancy at 23:03 see stats
Log
Elemental Surge hits Training Dummy for 988 physical, 1616 lightning, 1730 fire (4333 total damage).
Bobnus hits Training Dummy for 851 physical, 14 acid, 22 cold, 81 lightning, 208 fire, 41 arcane, 6 nature, 14 acid, 119 lightning, 47 cold, 1253 lightning, 511 physical, 17 light, 13 physical, 81 lightning, 208 fire, 41 arcane, 12 light, 1199 fire, 1395 lightning (6132 total damage).
Training Dummy is not dazed anymore.
Burning from Bobnus hits Training Dummy for 4404 fire damage.
Talent Arcane Strike is ready to use.
--------------------------------
Bobnus casts Arcane Strike.
Bobnus performs a melee critical strike against Training Dummy!
Bobnus surges with arcane power!
Bobnus's spell attains critical power!
Bobnus performs a melee critical strike against Training Dummy!
Elemental Surge hits Training Dummy for 1488 arcane damage.
Bobnus hits Training Dummy for 1597 arcane, 16 acid, 25 cold, 90 lightning, 233 fire, 46 arcane, 7 nature, 16 acid, 133 lightning, 55 cold, 567 arcane, 1395 lightning, 1529 arcane, 16 acid, 25 cold, 90 lightning, 233 fire, 46 arcane, 7 nature, 16 acid, 133 lightning, 55 cold, 567 arcane (6899 total damage).
Burning from Bobnus hits Training Dummy for 4241 fire damage.
--------------------------------
Bobnus performs a melee critical strike against Training Dummy!
Bobnus casts Flame.
Bobnus's spell attains critical power!
Bobnus's spell attains critical power!
Bobnus performs a melee critical strike against Training Dummy!
Bobnus casts Flame.
Bobnus's spell attains critical power!
Bobnus's spell attains critical power!
Bobnus hits Training Dummy for 1091 physical, 16 acid, 25 cold, 90 lightning, 233 fire, 46 arcane, 2229 fire, 7 nature, 16 acid, 133 lightning, 55 cold, 1395 lightning, 601 physical, 21 light, 15 physical, 90 lightning, 233 fire, 46 arcane, 2229 fire, 14 light, 567 arcane, 1341 fire (10494 total damage).
Training Dummy is not stunned anymore.
Burning from Bobnus hits Training Dummy for 1486 fire damage.
Talent Flurry is ready to use.





























































































































































































