Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | SkooBot 1.5.10Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official 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.
Easy Map v2 1.5.10Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Unlock Exotic Mastery 1.3.1Are you tired of needing to rescue a Warrior escort before you can train Exotic Mastery? Then this is the addon for you! This addon gives access to the Exotic Weapons Mastery talent by default so it can be trained on any character with Technique/Combat Training. It should be compatible will all other addons. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Bonuses at Level 10 1.5.10Characters are given +2 Class Talents, +2 Generic Talents, +10 Stat Points, and +1 Prodigy Points upon reaching level 10. This is meant to compensate for the removal of Alchemist Quests, Escorts, Yeek Wayist's Buff, and Wyrm Bile's Stat Changes which are tedious but provide very nice rewards. The idea is to restore some of the power which is lost by removing these rewards without changing the overall strength of the character. Getting the Light Category via escort, for instance, is easily as good as most Prodigies. You can download the mod that removes these things here, made by Regalion: Items Vault 1.5.0Donators/Buyers bonus! Quick Drown NPCs AOE 1.5.10 Embers of Rage 1.5.0Official 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 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Superhuman |
Class | Doombringer |
Level / Exp | 50 / 884% |
Size | gargantuan |
Lifes / Deaths | Killed by staight_00_live at level 50 on the 10th Flare 123rd year of Ascendancy at 10:33 / 1 |
Primary Stats
Strength | 140 (base 59) |
Dexterity | 32 (base 16) |
Constitution | 60 (base 34) |
Magic | 64 (base 43) |
Willpower | 50 (base 11) |
Cunning | 41 (base 19) |
Resources
Life | 17282/17289 |
Stamina | 317/317 |
Vim | 286/286 |
Healing Factor | 1.3260869565217 |
Regeneration | 642.92899534589 |
Speed
Mental | +47.3% |
Attack | +47.3% |
Movement | +49% |
Spell | +47.3% |
Global | +247.2% |
Vision
Sight | 10 |
Lite | 1 |
See Stealth | 10 |
See Invisible | 10 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 523 |
Accuracy | 41 |
Crit Chance | 211% |
APR | 14 |
Speed | 0.68 |
Offense: Spell
Spellpower | 220 |
Crit Chance | 79% |
Speed | 0.67888662593347 |
Offense: Mind
Mindpower | 213 |
Crit Chance | 81% |
Speed | 0.67888662593347 |
Offense: Damage Bonus
Lightning | +18% |
Light | +15% |
Darkness | +17% |
Physical | +12% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Arcane | +35% |
Darkness | +24% |
Fire | +30% |
All | 0% |
Defense: Base
Armour (hardiness) | 107.21315460958 (97.241379310345%) |
Defense | 68 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 63 |
Spell Save | 71 |
Mental Save | 51 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 33%( 70%) |
Physical | + 34%( 70%) |
Cold | + 45%( 70%) |
All | + 21%( 70%) |
Lightning | + 65%( 70%) |
Temporal | + 30%( 70%) |
Darkness | + 42%( 70%) |
Fire | + 49%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Pinning Resistance | 41% |
Confusion Resistance | 100% |
Fear Resistance | 0% |
Poison Resistance | 10% |
Disarm Resistance | 46% |
Teleport Resistance | 5% |
Stun Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 51% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 31 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 250 damage for 25 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 64 with a minimum range of 15. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Brutality | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Wrath | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Horrifying Blows |
talent | Exploit Weakness |
talent | Abyssal Shield |
talent | Eternal Suffering |
detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 25% feedback damage from all damage done. Empathic Hex |
beneficial effect | Next 4 melee attacks are certain to critically strike, and this unit has 38% more critical power. Voracious Blade |
beneficial effect | Countering melee attacks: Has a 55% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+23). Continuum Destabilization |
beneficial effect | The target's spellpower has been increased by 30. Spellsurge |
detrimental effect | The target is hexed. Each time it uses an ability it takes 228.83 fire damage, and talent cooldowns are increased by 100% plus 1 turn. Burning Hex |
detrimental effect | The target has been splashed with acid, taking 44.66 acid damage per turn, reducing armour by 62 and attack by 54. Acid Splash |
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. | failed |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You abandoned lone alchemist to death. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 2 of Trollmire) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 3 of Dreadfell) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 4 of Dreadfell) | failed |
You abandoned repented thief to death. Escort: repented thief (level 2 of Ruins of Kor'Pul) | failed |
You abandoned worried loremaster to death. Escort: worried loremaster (level 2 of Daikara) | failed |
You abandoned worried loremaster to death. Escort: worried loremaster (level 7 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall. You were forced to kill her. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 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 |
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 |
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 |
Equipment
On feet | pair of dwarven-steel boots 'Shadowbrand' (0 def, 4 armour) pair of dwarven-steel boots 'Shadowbrand' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +6 Str / +5 Con Changes resistances penetration: +25% arcane Changes damage: +7% physical Spell save: +26 (+7 eff.) Maximum mana: +60.00 Spell crit. chance: +2% Damage Shield penetration: +20% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Amirek the Kindledream Amirek the KindledreamInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +12% lightning / +12% cold Changes damage: +15% light Mental save: +8 (+3 eff.) Pinning immunity: +15% Light radius: +3 See stealth: +10 See invisible: +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Flashkiss (8 def, 13 armour) Flashkiss (8 def, 13 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +8 (+2 eff.) Fatigue: +5% Changes stats: +9 Wil Changes resistances: +11% lightning / +12% temporal / +3% darkness / +15% blight / +18% fire / +6% all Changes resistances penetration: +5% darkness / +20% fire Changes damage: +3% fire Physical save: +13 (+4 eff.) Mental save: +15 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Eye of the Dreaming One =nice= Eye of the Dreaming One =nice=Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+0 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 49 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | Armoleg ArmolegPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +4 Wil Changes resistances penetration: +10% arcane Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +19 (+2 eff.) Mindpower: +10 (+0 eff.) Rings can have magical properties. |
On fingers | gold ring 'Strikesweep' gold ring 'Strikesweep'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +2 (+1 eff.) Changes stats: +2 Str / +4 Mag / +5 Wil / +3 Con Changes damage: +6% lightning Physical save: +11 (+3 eff.) Spell save: +9 (+2 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +20% Pinning immunity: +26% Knockback immunity: +26% Maximum life: +23.00 Spellpower: +8 (+1 eff.) Rings can have magical properties. |
Around waist | hardened leather belt 'Shimmerfear' hardened leather belt 'Shimmerfear'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +12 (+1 eff.) Defense: +11 (+3 eff.) Effects on melee hit: * 15% chance to daze at end of turn * 15% chance to inflict 15% damage reduction Changes stats: +4 Str / +4 Con Changes resistances: +3% lightning Changes damage: +12% lightning Critical mult.: +8.00% Stealth bonus: +8 Physical save: +10 (+3 eff.) Size category: +1 A belt that goes around your waist. |
In main hand | Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
Main armor | dwarven-steel plate armour 'Flowerbright' (5 def, 11 armour) dwarven-steel plate armour 'Flowerbright' (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Str / +1 Mag / +1 Wil / +4 Con Changes resistances: +30% lightning / +16% physical / +7% fire / +5% cold / +6% nature / +8% acid Talent cooldown: Rush (-5 turns) Physical save: +14 (+4 eff.) Disarm immunity: +26% Stun/Freeze immunity: +25% Knockback immunity: +25% A suit of armour made of metal plates. |
Cloak | Aerowyn the Stokewither (3 def, 0 armour) Aerowyn the Stokewither (3 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +24% darkness / +3% cold Changes resistances penetration: +19% darkness / +10% fire Changes damage: +17% darkness Stealth bonus: +22 Physical save: +9 (+3 eff.) Spell save: +15 (+4 eff.) Mental save: +12 (+4 eff.) Poison immunity: +10% Disease immunity: +20% Teleport immunity: +5% Spell crit. chance: +4% Mental 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. |
Around neck | insulating copper amulet insulating copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% fire / +11% cold Amulets can have magical properties. |
Inventory
wild infusion of the sneak (resist 16%; cure mental) wild infusion of the sneak (resist 16%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 16% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heroism infusion of the sneak (+13 for 13 turns, die at -642) heroism infusion of the sneak (+13 for 13 turns, die at -642)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 57 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 13 turns. While Heroism is active, you will only die when reaching -642 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+26 for 7 turns, die at -1154) heroism infusion of the warrior (+26 for 7 turns, die at -1154)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 53 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 26 for 7 turns. While Heroism is active, you will only die when reaching -1154 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 7; power 24; dur 4) phase door rune of the duelist (range 7; power 24; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the sneak (range 11; power 24; dur 4) phase door rune of the sneak (range 11; power 24; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the wizard (range 12; power 35; dur 6) phase door rune of the wizard (range 12; power 35; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune of the duelist (range 83) teleportation rune of the duelist (range 83)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 83 with a minimum range of 15. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune of the psychic (range 91) teleportation rune of the psychic (range 91)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 91 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune of the psychic (range 78) teleportation rune of the psychic (range 78)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 33 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 78 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune of the sneak (range 61) teleportation rune of the sneak (range 61)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 37 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 61 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune of the wizard (range 124) teleportation rune of the wizard (range 124)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 124 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 ability. Press to compare to your current inscriptions |
invisibility rune of the psychic (power 18 for 10 turns) invisibility rune of the psychic (power 18 for 10 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 41 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to become invisible (power 18) for 10 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the psychic (range 10) controlled phase door rune of the psychic (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (68% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
a necklace with fangs a necklace with fangsPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 |
The Black Core 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." |
insulating steel amulet of constitution (+3) insulating steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +10% fire / +13% cold Amulets can have magical properties. |
Kydan KydanInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +1 Wil / +4 Con Changes resistances: +12% lightning Changes damage: +3% arcane Mental save: +6 (+2 eff.) Blindness immunity: +10% Stun/Freeze immunity: +29% Mindpower: +8 (+0 eff.) Mental crit. chance: +3% Infravision radius: +5 Sight radius: +2 See invisible: +8 Amulets can have magical properties. |
Lightningquell the gold amulet Lightningquell the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +14 (+1 eff.) Armour: +6 Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +4 Str / +5 Dex Changes resistances: +17% mind Confusion immunity: +36% Maximum life: +20.00 Amulets can have magical properties. |
Neronor NeronorInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Wil Changes resistances: +12% mind Critical mult.: +10.00% Mental save: +8 (+3 eff.) Confusion immunity: +15% Mindpower: +9 (+0 eff.) Mental crit. chance: +3% Amulets can have magical properties. |
grounding gold amulet of constitution (+7) grounding gold amulet of constitution (+7)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Con Changes resistances: +14% lightning Stun/Freeze immunity: +20% Amulets can have magical properties. |
Isymira the voratun amulet Isymira the voratun amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 16 arcane Changes resistances: +15% physical Changes damage: +9% acid / +9% blight Stamina each turn: +1.10 Mana each turn: +0.36 Mana when firing critical spell: +8.00 Spell crit. chance: +3% Amulets can have magical properties. |
restful voratun amulet restful voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -6% Life regen: +3.90 Amulets can have magical properties. |
voratun amulet 'Chozor' voratun amulet 'Chozor'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -6% Changes stats: +6 Dex / +3 Mag / +6 Wil Changes resistances: +15% acid Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Physical save: +25 (+7 eff.) Spell save: +22 (+6 eff.) Mental save: +24 (+8 eff.) Amulets can have magical properties. |
voratun amulet 'Lustrekiss' voratun amulet 'Lustrekiss'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 12 fire Changes resistances: +9% light / +6% fire Changes resistances penetration: +25% light Changes damage: +21% light / +10% physical Light radius: +3 Combat speed: +10% Amulets can have magical properties. |
copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +0.80 Rings can have magical properties. |
copper ring of perseverance copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +21% Life regen: +1.00 Rings can have magical properties. |
copper ring of sensing copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Blindness immunity: +20% Infravision radius: +3 See stealth: +5 See invisible: +6 Rings can have magical properties. |
psionicist's copper ring of the mind (+10%) psionicist's copper ring of the mind (+10%)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% mind Changes damage: +10% mind Mental save: +6 (+2 eff.) Rings can have magical properties. |
titan's copper ring of tenacity titan's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Disarm immunity: +24% Pinning immunity: +21% Knockback immunity: +23% Maximum life: +23.00 Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings can have magical properties. |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 14.65 cold and 16.40 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
marksman's steel ring of sensing marksman's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Blindness immunity: +24% Infravision radius: +3 See stealth: +6 See invisible: +6 Rings can have magical properties. |
psionicist's steel ring of tenacity psionicist's steel ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Disarm immunity: +29% Pinning immunity: +23% Knockback immunity: +26% Maximum life: +26.00 Rings can have magical properties. |
steel ring 'Lelirek' steel ring 'Lelirek'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Str / +5 Con Changes resistances: +13% mind Changes resistances penetration: +10% arcane Changes damage: +13% mind / +15% arcane Grants telepathy: Demon/Minor Demon/Major Rings can have magical properties. |
steel ring of power steel ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+0 eff.) Spellpower: +7 (+1 eff.) Mindpower: +7 (+0 eff.) Rings can have magical properties. |
warrior's steel ring of perseverance warrior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Stun/Freeze immunity: +23% Life regen: +0.80 Rings can have magical properties. |
wizard's steel ring of corrosion (+24%) wizard's steel ring of corrosion (+24%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +24% acid Changes damage: +12% acid Spell save: +6 (+2 eff.) Rings can have magical properties. |
Getar GetarPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 20 physical Changes resistances: +20% light Changes damage: +10% light Physical save: +45 (+12 eff.) Maximum life: +40.00 Rings can have magical properties. |
Jetoblivion JetoblivionInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +2 Dex / +2 Mag / +1 Con Changes resistances: +5% nature / +5% blight Grants telepathy: Dragon Poison immunity: +14% Disease immunity: +10% Infravision radius: +2 Rings can have magical properties. |
Kilnmaster the gold ring Kilnmaster the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +3 Con Changes resistances: +12% darkness / +9% fire Changes resistances penetration: +20% darkness / +25% fire Changes damage: +9% darkness / +6% fire Spell save: +15 (+4 eff.) Maximum stamina: +21.00 Rings can have magical properties. |
gold ring 'Furnacequencher' gold ring 'Furnacequencher'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +28% cold / +9% fire / +9% temporal Changes resistances penetration: +10% temporal Changes damage: +14% cold / +30% fire / +12% temporal Rings can have magical properties. |
gold ring of sensing gold ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Blindness immunity: +22% Infravision radius: +4 See stealth: +5 See invisible: +11 Rings can have magical properties. |
mule's gold ring mule's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -6% Maximum encumbrance: +28 Rings can have magical properties. |
mule's gold ring of sensing mule's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Maximum encumbrance: +23 Blindness immunity: +20% Infravision radius: +4 See stealth: +12 See invisible: +5 Rings can have magical properties. |
wizard's gold ring of tenacity wizard's gold ring of tenacityPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag Spell save: +8 (+2 eff.) Disarm immunity: +24% Pinning immunity: +25% Knockback immunity: +21% Maximum life: +26.00 Rings can have magical properties. |
Emeluremina the stralite ring Emeluremina the stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +11 (+3 eff.) Ranged Defense: +11 (+2 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Cun / +7 Mag Changes resistances: +6% nature / +9% temporal Changes damage: +12% acid Spell save: +18 (+5 eff.) Mental save: +9 (+3 eff.) Blindness immunity: +10% Disease immunity: +30% Confusion immunity: +10% Spellpower: +13 (+1 eff.) Rings can have magical properties. |
Thunderorder ThunderorderCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 31% chance to daze at end of turn Changes stats: +3 Cun / +3 Wil Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +44% Equilibrium when hit: +0.48 Maximum life: +35.00 Mindpower: +6 (+0 eff.) Mental crit. chance: +2% Rings can have magical properties. |
psionicist's stralite ring of arcana(+0.14/turn) psionicist's stralite ring of arcana(+0.14/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Wil Mental save: +16 (+5 eff.) Silence immunity: +32% Mana each turn: +0.14 Rings can have magical properties. |
warrior's stralite ring of lightning (+30%) warrior's stralite ring of lightning (+30%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +10 Changes stats: +5 Str Changes resistances: +30% lightning Changes damage: +15% lightning Rings can have magical properties. |
Void Orb 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 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 529.91 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. |
gladiator's voratun ring gladiator's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +13 (+1 eff.) Changes stats: +8 Str / +8 Con Rings can have magical properties. |
marksman's voratun ring marksman's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +18 (+6 eff.) Changes stats: +9 Dex Rings can have magical properties. |
treant's voratun ring treant's voratun ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +13% nature / +15% blight Poison immunity: +28% Disease immunity: +20% Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Arcpyre' voratun ring 'Arcpyre'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 31% chance to corrode armour by 30% Damage when hit (Melee): 8 acid / 8 lightning Changes resistances: +12% acid / +6% lightning Changes resistances penetration: +26% lightning Stun/Freeze immunity: +50% Life regen: +3.20 Rings can have magical properties. |
wizard's voratun ring of perseverance wizard's voratun ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag Spell save: +16 (+4 eff.) Stun/Freeze immunity: +30% Life regen: +3.30 Rings can have magical properties. |
Drake's Bane (52-78 power, 21 apr) Drake's Bane (52-78 power, 21 apr)Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
insidious dwarven-steel battleaxe of massacre (38-57 power, 2 apr) insidious dwarven-steel battleaxe of massacre (38-57 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 38.0 - 57.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +27 insidious poison Massive two-handed battleaxes. |
insidious stralite battleaxe of paradox (43.5-65.25 power, 3 apr) insidious stralite battleaxe of paradox (43.5-65.25 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.5 - 65.3 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +48 insidious poison / +19 temporal When wielded/worn: Damage when hit (Melee): 19 temporal Changes resistances: +17% temporal Massive two-handed battleaxes. |
Khulmanar's Wrath (70-105 power, 8 apr) Khulmanar's Wrath (70-105 power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 222.12 fire damage, and flames will be left dealing a further 51.93 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
The Gaping Maw (72-108 power, 4 apr) The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Changes stats: +0 Str / +0 Wil Changes damage: +0% nature Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Radianceream the steel greatmaul (28-42 power, 2 apr) Radianceream the steel greatmaul (28-42 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 7% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +10 acid / +10 darkness / +16 blight Damage against: +9% Living When wielded/worn: Damage when hit (Melee): 8 arcane / 16 light Changes damage: +3% arcane / +3% light Disease immunity: +21% Massive two-handed mauls. |
Zerilaldil the Brandwinnow (72.5-108.75 power, 3 apr) Zerilaldil the Brandwinnow (72.5-108.75 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 72.5 - 108.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 fire When wielded/worn: Armour: +6 Changes resistances: +6% lightning / +9% fire / +6% cold / +3% physical Physical save: +12 (+3 eff.) Spell save: +38 (+9 eff.) Blindness immunity: +30% Confusion immunity: +15% Massive two-handed mauls. |
Zubeth (53-79.5 power, 3 apr) Zubeth (53-79.5 power, 3 apr)Requires: - Strength 35 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.0 - 79.5 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +19 darkness Damage against: +24% Living When wielded/worn: Damage when hit (Melee): 20 blight Changes resistances: +9% acid / +6% light / +12% blight Disarm immunity: +10% Confusion immunity: +10% Pinning immunity: +30% Maximum mana: +40.00 Maximum hate: +6.00 Massive two-handed mauls. |
Scorchrazor (67.5-101.25 power, 4 apr) Scorchrazor (67.5-101.25 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.5 - 101.3 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +52 nature / +28 temporal Burst (radius 1) on hit: +12 fire When wielded/worn: Armour penetration: +21 Physical crit. chance: +19.0% Changes stats: +2 Cun / +2 Con Changes damage: +6% fire Grants telepathy: Demon/Minor Demon/Major Critical mult.: +28.00% Light radius: +3 Massive two-handed mauls. |
Heatsin the steel greatsword (32-51.2 power, 2 apr) Heatsin the steel greatsword (32-51.2 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 32.0 - 51.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom Damage (Melee): +4 mind When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +12% mind / +3% fire Changes resistances penetration: +10% mind Changes damage: +6% fire Massive two-handed swords. |
Rotrazor (22.5-36 power, 2 apr) Rotrazor (22.5-36 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.5 - 36.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +7 darkness / +10 lightning Damage against: +10% Living When wielded/worn: Physical crit. chance: +9.0% Changes resistances: +6% nature / +6% acid Massive two-handed swords. |
steel greatsword 'Brodytondur' (25-40 power, 2 apr) steel greatsword 'Brodytondur' (25-40 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 10% chance to disease * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * splashes the target with acid Damage (Melee): +13 blight / +10 acid When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind Grants telepathy: Dragon Infravision radius: +1 Massive two-handed swords. |
Koroleg (35.5-56.8 power, 2 apr) Koroleg (35.5-56.8 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +5.5% Attack speed: 111% On weapon hit: * Random elemental explosion When wielded/worn: Accuracy: +29 (+10 eff.) Armour penetration: +3 Armour: +2 Defense: +9 (+2 eff.) Changes stats: +5 Dex Changes resistances: +5% arcane Changes resistances penetration: +14% acid / +12% fire / +14% lightning / +19% cold Disarm immunity: +39% Stamina each turn: +0.40 Massive two-handed swords. |
Latafayn (68-108.8 power, 5 apr) Latafayn (68-108.8 power, 5 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stats: 50% Mag, 125% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage, costing 10 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
acidic stralite greatsword of massacre (58-92.8 power, 3 apr) acidic stralite greatsword of massacre (58-92.8 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 58.0 - 92.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid Massive two-handed swords. |
stralite greatsword 'Firesting' (51-81.6 power, 3 apr) stralite greatsword 'Firesting' (51-81.6 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.0 - 81.6 Uses stats: 50% Mag, 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 111% Damage (Melee): +12 fire / +16 temporal Burst (radius 1) on hit: +12 fire When wielded/worn: Accuracy: +20 (+7 eff.) Damage when hit (Melee): 14 temporal Changes stats: +3 Str / +5 Dex Changes resistances: +14% temporal Changes damage: +3% fire / +14% physical Stamina when hit: +2.00 Massive two-handed swords. |
blazebringer's voratun greatsword of erosion (64.5-103.2 power, 4 apr) blazebringer's voratun greatsword of erosion (64.5-103.2 power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.5 - 103.2 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +17 nature / +24 temporal Burst (radius 2) on crit: +26 fire When wielded/worn: Changes resistances penetration: +14% fire Global speed: +6% Massive two-handed swords. |
chilling voratun greatsword of rage (62.5-100 power, 4 apr) chilling voratun greatsword of rage (62.5-100 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +26 cold When wielded/worn: Accuracy: +20 (+7 eff.) Changes stats: +7 Str Changes damage: +13% physical Stamina when hit: +4.00 Massive two-handed swords. |
flaming orichalcum trident of massacre (74-118.4 power, 16 apr) flaming orichalcum trident of massacre (74-118.4 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 74.0 - 118.4 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% Burst (radius 1) on hit: +27 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Obsidianquill (23-32.2 power, 4 apr) Obsidianquill (23-32.2 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +10 acid / +11 cold When wielded/worn: Physical crit. chance: +8.0% Fatigue: -6% Changes stats: +1 Str Changes damage: +9% darkness Grants telepathy: Demon/Minor Demon/Major Sharp, long, and deadly. |
Salithra the dwarven-steel longsword (23-32.2 power, 4 apr) Salithra the dwarven-steel longsword (23-32.2 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.0 - 32.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +7 fire When wielded/worn: Changes stats: +2 Wil Changes resistances: +6% cold Physical save: +12 (+3 eff.) Stun/Freeze immunity: +5% Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Sharp, long, and deadly. |
Corpathus (40-56 power, 12 apr) Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +0.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
Blood-Edge (46-64.4 power, 7 apr) Blood-Edge (46-64.4 power, 7 apr)Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 60% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+2 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 20 power out of 20/20) : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Emiyavea (14-18.2 power, 5 apr) Emiyavea (14-18.2 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 14.0 - 18.2 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning When wielded/worn: Changes stats: +3 Str Changes damage: +9% physical Sharp, short and deadly. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+7 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Neredakira the steel dagger (12.5-16.25 power, 6 apr) Neredakira the steel dagger (12.5-16.25 power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.3 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +6 nature / +6 temporal When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +8 (+2 eff.) Changes stats: +1 Cun Changes resistances: +12% cold Changes damage: +3% mind Disarm immunity: +17% Mental crit. chance: +2% Sharp, short and deadly. |
Umbral Razor (25-32.5 power, 10 apr) Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Dex, 60% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 443.66 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Spelldrinker (27-35.1 power, 8 apr) Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 45% Str, 55% Mag, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Star (25-32.5 power, 20 apr) Star (25-32.5 power, 20 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 25.0 - 32.5 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Toryroddayon (21-27.3 power, 7 apr) Toryroddayon (21-27.3 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +2 Str / +2 Dex / +4 Mag / +3 Wil / +7 Con Critical mult.: +6.00% Stamina each turn: +0.40 Only die when reaching: -40.00 life Spellpower: +8 (+1 eff.) Sharp, short and deadly. |
flaming stralite dagger of the mystic (27.5-35.75 power, 9 apr) flaming stralite dagger of the mystic (27.5-35.75 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Burst (radius 1) on hit: +8 fire When wielded/worn: Changes stats: +3 Mag / +3 Wil Spellpower: +7 (+1 eff.) Sharp, short and deadly. |
stralite dagger of massacre (36.5-47.45 power, 9 apr) stralite dagger of massacre (36.5-47.45 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 36.5 - 47.5 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Sharp, short and deadly. |
thought-forged stralite dagger of daylight (27-35.1 power, 9 apr) thought-forged stralite dagger of daylight (27-35.1 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 8% chance to cause random gloom Damage (Melee): +8 mind / +7 light Damage against: +14% Undead When wielded/worn: Changes stats: +1 Cun / +2 Wil Sharp, short and deadly. |
Magmastrider (39.5-51.35 power, 9 apr) Magmastrider (39.5-51.35 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +11.0% Attack speed: 100% On weapon hit: * 22% chance to disease * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +16 acid / +20 blight / +8 fire / +12 lightning When wielded/worn: Armour penetration: +3 Physical power: +2 (+0 eff.) Changes stats: +2 Con Changes damage: +3% physical Critical mult.: +6.00% Maximum life: +30.00 Sharp, short and deadly. |
arcing voratun dagger (36.5-47.45 power, 9 apr) arcing voratun dagger (36.5-47.45 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +11 lightning Sharp, short and deadly. |
blazebringer's voratun dagger of torment (37.5-48.75 power, 9 apr) blazebringer's voratun dagger of torment (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Burst (radius 2) on crit: +8 fire When wielded/worn: Changes resistances penetration: +9% fire / +8% mind / +11% darkness Global speed: +2% Sharp, short and deadly. |
insidious voratun dagger of massacre (47-61.1 power, 9 apr) insidious voratun dagger of massacre (47-61.1 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 47.0 - 61.1 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +25 insidious poison Sharp, short and deadly. |
plaguebringer's voratun dagger of corruption (36-46.8 power, 9 apr) plaguebringer's voratun dagger of corruption (36-46.8 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 10% chance to inflict 15% damage reduction * 10% chance to disease * 20% chance to curse the target Damage (Melee): +16 blight When wielded/worn: Disease immunity: +25% Sharp, short and deadly. |
plaguebringer's voratun dagger of crippling (38-49.4 power, 9 apr) plaguebringer's voratun dagger of crippling (38-49.4 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 12% chance to disease On weapon crit: * cripple the target Damage (Melee): +12 blight When wielded/worn: Physical crit. chance: +8.0% Disease immunity: +18% Sharp, short and deadly. |
voratun dagger 'Falulin' (37.5-48.75 power, 9 apr) voratun dagger 'Falulin' (37.5-48.75 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.5 - 48.8 Uses stats: 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +8 light / +4 temporal Damage against: +9% Undead When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +9 (+2 eff.) Effects on melee hit: * 20% chance to disease Changes resistances penetration: +9% acid / +20% blight / +10% fire / +10% cold / +14% lightning Disarm immunity: +29% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, short and deadly. |
warbringer's voratun dagger (39-50.7 power, 9 apr) warbringer's voratun dagger (39-50.7 power, 9 apr)Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 39.0 - 50.7 Uses stats: 45% Dex, 50% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical power: +6 (+0 eff.) Changes stats: +4 Con Changes resistances penetration: +8% physical Disarm immunity: +15% Sharp, short and deadly. |
Nexus of the Way (22-24.2 power, 40 apr, mind damage) Nexus of the Way (22-24.2 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+1 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Star Shot (20/20, 32-38.4 power, 15 apr) Star Shot (20/20, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Black Mesh (8 def, 2 armour, 120 block) Black Mesh (8 def, 2 armour, 120 block)Requires: - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +6% Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +3 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Titanic (20 def, 18 armour, 320 block) Titanic (20 def, 18 armour, 320 block)Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+5 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Piercing Gaze (5 def, 25 armour, 180 block) Piercing Gaze (5 def, 25 armour, 180 block)Requires: - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
The Black Wall (12 def, 9 armour, 200 block) The Black Wall (12 def, 9 armour, 200 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+3 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Dagynik the woollen robe (0 def, 0 armour) Dagynik the woollen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 8 arcane Changes stats: +3 Wil / +7 Mag Changes resistances: +11% temporal Changes damage: +9% arcane / +11% temporal A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+0 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 40.62 to 50.77 physical damage (based on Willpower and Cunning) with knockback, costing 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Ulfyrochak the woollen robe (6 def, 4 armour) Ulfyrochak the woollen robe (6 def, 4 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +9% nature Changes resistances penetration: +7% darkness / +10% physical Changes damage: +9% darkness / +8% physical Reduces incoming crit damage: 10.00% Spell save: +30 (+8 eff.) Blindness immunity: +20% Knockback immunity: +10% Teleport immunity: +15% Maximum hate: +8.00 Mindpower: +7 (+0 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (8 def, 2 armour) Firewalker (8 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+2 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / -10% cold Changes resistances penetration: +20% fire Changes damage: +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Ulfulevon the Glowhack (2 def, 0 armour) Ulfulevon the Glowhack (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +15% lightning / +6% temporal / +6% acid Changes damage: +10% lightning Spell save: +12 (+3 eff.) Disease immunity: +15% Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xeroldann the cashmere robe (2 def, 0 armour) Xeroldann the cashmere robe (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +5% arcane Physical save: +6 (+2 eff.) Spell save: +24 (+6 eff.) Mental save: +18 (+6 eff.) Stun/Freeze immunity: +10% Only die when reaching: -80.00 life Spellpower: +4 (+0 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Eremagadur' (7 def, 19 armour) cashmere robe 'Eremagadur' (7 def, 19 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +19 Defense: +7 (+2 eff.) Changes stats: +7 Mag Changes resistances: +6% lightning / +6% fire / +10% light / +5% darkness Changes damage: +12% light Physical save: +9 (+3 eff.) Silence immunity: +10% Pinning immunity: +20% Stun/Freeze immunity: +10% Maximum life: +41.00 Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+6 eff.) Blindness immunity: +50% Spellpower: +30 (+3 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+1 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Yvedawe the elven-silk robe (5 def, 0 armour) Yvedawe the elven-silk robe (5 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: Defense: +5 (+1 eff.) Fatigue: -10% Changes stats: +1 Wil / +1 Cun / +3 Con Changes resistances: +19% fire Changes resistances penetration: +18% darkness / +15% physical Changes damage: +13% physical / +13% fire / +29% darkness / +16% light Maximum hate: +14.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +8% Mindpower: +9 (+0 eff.) Mental crit. chance: +7% See invisible: +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Yvuthra the elven-silk robe (5 def, 0 armour) Yvuthra the elven-silk robe (5 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +3 Wil / +3 Mag Changes resistances: +20% mind Changes resistances penetration: +15% blight Changes damage: +20% mind Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +80.00 Spellpower: +12 (+1 eff.) Damage Shield penetration: +40% 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. |
Yvitha (1 def, 2 armour) Yvitha (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes resistances: +6% physical Changes resistances penetration: +10% blight Physical save: +11 (+3 eff.) Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +8 Spell crit. chance: +1% 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. |
Adodhetira the cured leather armour (2 def, 4 armour) Adodhetira the cured leather armour (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Damage when hit (Melee): 4 blight / 22 physical Changes stats: +1 Con Changes resistances: +5% arcane Spell save: +12 (+3 eff.) Healing mod.: +5% A suit of armour made of leather. |
Belubeth the Phoenixwaker (3 def, 6 armour) Belubeth the Phoenixwaker (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+0 eff.) Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes stats: +5 Str / +5 Dex / +5 Mag / +10 Wil / +10 Cun Changes resistances: +6% fire Critical mult.: +25.00% Mental save: +13 (+4 eff.) Hate when firing a critical mind attack: +2.00 Maximum life: +45.00 A suit of armour made of leather. |
Mayann the Dimarc (3 def, 6 armour) Mayann the Dimarc (3 def, 6 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +12% light / +35% darkness Changes resistances penetration: +10% fire Changes damage: +27% darkness / +3% fire A suit of armour made of leather. |
Poradhemira the Plaguerace (3 def, 6 armour) Poradhemira the Plaguerace (3 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 16 nature / 20 physical Changes resistances penetration: +20% nature / +10% physical Changes damage: +9% nature Physical save: +20 (+5 eff.) Life regen: +4.20 Stamina each turn: +1.70 Only die when reaching: -80.00 life A suit of armour made of leather. |
Amorab the reinforced leather armour (10 def, 7 armour) Amorab the reinforced leather armour (10 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +10 (+3 eff.) Fatigue: +8% Changes stats: +6 Str / +5 Dex / +2 Wil Changes resistances: +15% lightning Physical save: +12 (+3 eff.) Mental save: +15 (+5 eff.) Life regen: +1.90 Psi when hit: +0.04 Maximum life: +86.00 Maximum vim: +40.00 Spellpower: +2 (+0 eff.) Healing mod.: +16% A suit of armour made of leather. |
Lelumnir the Morningbiter (4 def, 20 armour) Lelumnir the Morningbiter (4 def, 20 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +20 Defense: +4 (+1 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 9 fire Changes stats: +2 Dex / +9 Cun / +2 Con Changes resistances: +26% fire / +26% physical Changes damage: +21% light Reduces incoming crit damage: 15.00% A suit of armour made of leather. |
Ragasin (7 def, 7 armour) Ragasin (7 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +7 (+2 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +8% Damage (Melee): 8 darkness Damage (Ranged): 9 darkness Damage when hit (Melee): 14 physical Changes stats: +2 Dex / +5 Wil / +5 Cun Changes resistances: +17% temporal / +10% darkness / +1% physical Changes resistances penetration: +15% blight Mental save: +16 (+5 eff.) Life regen: +0.60 Defense after a teleport: +17 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% It can be used to blink to a nearby random location (rad 10), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
marauder's reinforced leather armour of the deep (7 def, 10 armour) marauder's reinforced leather armour of the deep (7 def, 10 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +10 Defense: +7 (+2 eff.) Fatigue: +8% Changes stats: +3 Str / +7 Dex Changes resistances: +11% acid / +9% cold Allows you to breathe in: water Physical save: +13 (+4 eff.) A suit of armour made of leather. |
reinforced leather armour 'Blindwire' (18 def, 7 armour) reinforced leather armour 'Blindwire' (18 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +18 (+5 eff.) Ranged Defense: +13 (+3 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 30% * 31% chance to inflict 15% damage reduction Damage when hit (Melee): 12 nature / 12 darkness Changes stats: +5 Dex Changes resistances: +12% nature Changes resistances penetration: +20% darkness Changes damage: +21% darkness / +12% nature Movement speed: +20% A suit of armour made of leather. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+5 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+1 eff.) It can be used to turn yourself invisible (power 28, based on Cunning and Magic) for 10 turns, costing 50 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Ivossra (5 def, 8 armour) Ivossra (5 def, 8 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 16 arcane Changes resistances: +9% blight Changes resistances penetration: +10% arcane / +10% temporal Changes damage: +12% blight / +15% temporal / +31% arcane Maximum life: +49.00 A suit of armour made of leather. |
marauder's drakeskin leather armour of Toknor (10 def, 8 armour) marauder's drakeskin leather armour of Toknor (10 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+0 eff.) Armour: +8 Defense: +10 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +8 Dex Critical mult.: +19.00% Physical save: +13 (+4 eff.) A suit of armour made of leather. |
prismatic drakeskin leather armour of spell shielding (5 def, 8 armour) prismatic drakeskin leather armour of spell shielding (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +16% darkness / +9% arcane / +15% light Spell save: +23 (+6 eff.) A suit of armour made of leather. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
Ce'Nathra (8 def, 6 armour) Ce'Nathra (8 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +14% Changes resistances: +6% lightning / +21% cold / +7% mind Mental save: +11 (+4 eff.) Disarm immunity: +20% Only die when reaching: -60.00 life A suit of armour made of mail. |
Rhochik the steel mail armour (2 def, 6 armour) Rhochik the steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 12 blight Changes stats: +2 Mag Changes resistances: +6% physical Changes resistances penetration: +15% arcane Physical save: +14 (+4 eff.) Spell save: +9 (+2 eff.) Mana when firing critical spell: +2.00 Spellpower: +6 (+1 eff.) 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 mail. |
steel mail armour 'Cyrorann' (2 def, 6 armour) steel mail armour 'Cyrorann' (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 12 physical Changes resistances: +6% fire / +4% physical Mental save: +3 (+1 eff.) Cut immunity: +10% Disarm immunity: +10% Maximum life: +30.00 A suit of armour made of mail. |
dwarven-steel mail armour 'Flashsnake' (3 def, 15 armour) dwarven-steel mail armour 'Flashsnake' (3 def, 15 armour)Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +15 Defense: +3 (+1 eff.) Fatigue: +16% Changes stats: +4 Str / +1 Wil / +6 Con Changes resistances: +12% lightning / +13% light / +13% darkness Changes damage: +3% lightning Grants telepathy: Demon/Minor Demon/Major Maximum life: +53.00 A suit of armour made of mail. |
Barkobsidian the stralite mail armour (4 def, 8 armour) Barkobsidian the stralite mail armour (4 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 mind Changes resistances: +16% mind / +7% arcane / +12% light / +14% darkness Changes resistances penetration: +10% mind Spell save: +16 (+4 eff.) Mental save: +11 (+4 eff.) A suit of armour made of mail. |
voratun mail armour 'Saleba' (5 def, 10 armour) voratun mail armour 'Saleba' (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 31% Changes resistances: +24% lightning / +6% temporal / +6% light / +12% blight / +6% nature / +15% darkness Changes damage: +6% mind A suit of armour made of mail. |
Emithra the Seartrail (4 def, 9 armour) Emithra the Seartrail (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +27% Changes stats: +5 Con Changes resistances: +12% fire / +17% temporal / +17% darkness / +1% light Changes damage: +18% mind Physical save: +6 (+2 eff.) Spell save: +5 (+1 eff.) Mental save: +5 (+2 eff.) A suit of armour made of metal plates. |
Xeranor (4 def, 9 armour) Xeranor (4 def, 9 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Fatigue: +22% Damage (Melee): 13 acid / 13 fire Damage when hit (Melee): 9 acid / 10 fire Changes stats: +3 Mag / +4 Wil / +3 Cun / +1 Con Changes resistances: +15% lightning / +11% fire / +10% acid Grants telepathy: Dragon Mental save: +10 (+3 eff.) A suit of armour made of metal plates. |
Firewyrd (5 def, 25 armour) Firewyrd (5 def, 25 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Fatigue: +24% Damage when hit (Melee): 8 fire Changes resistances: +6% mind / +15% fire Changes resistances penetration: +10% mind / +25% fire Changes damage: +18% mind / +6% fire A suit of armour made of metal plates. |
Revenant (8 def, 20 armour) =next= Revenant (8 def, 20 armour) =next=Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +5 Mag / +5 Con Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) Silence immunity: +20% Confusion immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
dwarven-steel plate armour 'Glorama' (5 def, 11 armour) dwarven-steel plate armour 'Glorama' (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Changes stats: +2 Dex Changes resistances: +15% mind / +20% temporal Changes damage: +9% mind Physical save: +3 (+1 eff.) Stamina each turn: +1.00 Only die when reaching: -60.00 life Maximum stamina: +10.00 A suit of armour made of metal plates. |
Bokosantir the stralite plate armour (7 def, 13 armour) Bokosantir the stralite plate armour (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +36% Changes stats: +1 Mag / +8 Con Changes resistances: +17% lightning / +31% fire / -14% light / +8% darkness Physical save: +9 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +7 (+2 eff.) Mana when firing critical spell: +3.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% A suit of armour made of metal plates. |
Ivilrabeth (7 def, 13 armour) Ivilrabeth (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 17 physical Changes stats: +2 Mag Spell save: +15 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +100.00 Spellpower: +4 (+0 eff.) 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 metal plates. |
Delachak the Obsidianmark (9 def, 36 armour) Delachak the Obsidianmark (9 def, 36 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Defense: +9 (+2 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +6% mind / +6% darkness Changes damage: +12% blight Mental save: +22 (+7 eff.) Life regen: +1.90 Maximum life: +60.00 Healing mod.: +21% 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 metal plates. |
Monolith Armour (40 def, 50 armour) Monolith Armour (40 def, 50 armour)Requires: - Constitution 150 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+10 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+9 eff.) Spell save: +35 (+9 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+2 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+4 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+4 eff.) Mental save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+0 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 15 power out of 25/25) : Effective talent level: 2.0 Power cost: 15 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 8 Armour, 12 Defense and your attacks will gain 35% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
This item will automatically be transmogrified when you leave the level. rejuvenating voratun plate armour of natural resilience (9 def, 16 armour)rejuvenating voratun plate armour of natural resilience (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Changes resistances: +20% nature / +18% blight Reduced damage from: +15% Unnatural Life regen: +7.60 Stamina each turn: +2.50 A suit of armour made of metal plates. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Pussnake PussnakeInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +6% nature / +3% darkness Changes resistances penetration: +15% nature Changes damage: +12% nature / +9% darkness Life regen: +1.10 Healing mod.: +13% A belt that goes around your waist. |
Cuthirach the Phoenixmortal Cuthirach the PhoenixmortalCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +14% fire / +9% cold Changes resistances penetration: +10% fire / +25% temporal Changes damage: +12% temporal / +24% fire 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. |
Darkwilter the hardened leather belt Darkwilter the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -7% Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 16 acid Changes resistances penetration: +20% acid / +5% darkness Changes damage: +6% acid / +24% darkness Maximum encumbrance: +35 A belt that goes around your waist. |
Jaw of Rogroth Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+0 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 24 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
Radhidor the hardened leather belt Radhidor the hardened leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +8 Damage when hit (Melee): 12 blight Changes stats: +3 Wil Changes resistances: +6% blight Critical mult.: +6.00% Mental save: +10 (+3 eff.) Maximum life: +57.00 Maximum stamina: +20.00 A belt that goes around your waist. |
hardened leather belt 'Morningtitan' hardened leather belt 'Morningtitan'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 arcane Changes resistances: +5% arcane Changes damage: +30% arcane Life regen: +1.40 Healing mod.: +19% A belt that goes around your waist. |
drakeskin leather belt 'Darkspike' drakeskin leather belt 'Darkspike'Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 12 darkness Changes resistances: +15% light / +30% darkness / +15% mind Changes resistances penetration: +25% darkness / +10% mind Changes damage: +27% darkness A belt that goes around your waist. |
Aerona (1 def, 0 armour) Aerona (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +9% temporal / +12% fire Reduces incoming crit damage: 10.00% Confusion immunity: +10% Pinning immunity: +10% Teleport immunity: +20% Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bilepower (1 def, 0 armour) Bilepower (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Mag / +2 Wil / +2 Con Changes resistances penetration: +10% nature Reduces incoming crit damage: 15.00% See invisible: +21 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hettegoyon the linen cloak (1 def, 0 armour) Hettegoyon the linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun / +2 Wil Changes resistances: +12% mind / +9% temporal Changes damage: +9% mind Mental crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Eldoral (6 def, 0 armour) enveloping linen cloak of Eldoral (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +2 Cun / +1 Dex Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of battle (7 def, 0 armour) enveloping linen cloak of battle (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +7 (+2 eff.) Fatigue: -3% Physical save: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 6 armour) thick linen cloak (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arthotogorn (2 def, 0 armour) Arthotogorn (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 arcane Changes stats: +4 Str / +3 Mag / +3 Con Changes damage: +12% mind Physical save: +9 (+3 eff.) Spell save: +9 (+2 eff.) Mana each turn: +0.08 Maximum life: +51.00 Maximum vim: +30.00 Mindpower: +4 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firehash (2 def, 0 armour) Firehash (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 20 fire Changes stats: +3 Mag / +2 Wil Changes resistances: +21% fire Changes resistances penetration: +15% arcane / +15% fire Changes damage: +18% arcane / +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layibeth (2 def, 0 armour) Layibeth (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 mind Changes stats: +2 Dex / +7 Mag / +7 Wil / +2 Cun Spell save: +7 (+2 eff.) Equilibrium when hit: +0.08 Maximum mana: +48.00 Spell crit. chance: +6% Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Murkrazor (2 def, 0 armour) Murkrazor (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +6 Defense: +2 (+1 eff.) Damage when hit (Melee): 8 arcane Changes stats: +5 Str / +3 Dex / +3 Cun / +6 Con Changes resistances: +5% arcane Changes resistances penetration: +20% arcane / +5% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Pitchflash the cashmere cloak (2 def, 0 armour) Pitchflash the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Fatigue: -4% Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +3 Str / +4 Dex / +3 Con Reduces incoming crit damage: 10.00% Light radius: +3 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Aeradolen' (2 def, 4 armour) cashmere cloak 'Aeradolen' (2 def, 4 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +10 Physical crit. chance: +3.0% Physical power: +3 (+0 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: -4% Changes stats: +3 Mag / +3 Wil Changes resistances: +6% mind / +5% arcane Critical mult.: +17.00% Stealth bonus: +8 Spell save: +8 (+2 eff.) Mental save: +20 (+7 eff.) Blindness immunity: +5% Pinning immunity: +10% Maximum mana: +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Kindlepeal' (2 def, 0 armour) cashmere cloak 'Kindlepeal' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +2 Mag / +1 Wil Changes resistances: +9% light Changes resistances penetration: +20% darkness Changes damage: +3% light / +6% darkness Spell save: +7 (+2 eff.) Maximum mana: +55.00 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 of Eldoral (2 def, 0 armour) cashmere cloak of Eldoral (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun / +3 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of the voidstalker (2 def, 0 armour) cashmere cloak of the voidstalker (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +12% darkness / +13% temporal Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +15% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak (8 def, 0 armour) enveloping cashmere cloak (8 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of the Shaloren (9 def, 0 armour) enveloping cashmere cloak of the Shaloren (9 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+2 eff.) Changes stats: +2 Mag / +2 Wil Physical save: +8 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of Iron Throne (2 def, 0 armour) resilient cashmere cloak of Iron Throne (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Str / +2 Con Maximum life: +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cuthovon the Scumwarden (17 def, 9 armour) Cuthovon the Scumwarden (17 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +17 (+4 eff.) Effects on melee hit: * Slows global speed by 30% * 21 arcane resource burn Changes resistances: +24% lightning / +9% light / +5% arcane Changes damage: +3% nature Physical save: +22 (+6 eff.) Spell save: +25 (+6 eff.) Mental save: +25 (+8 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gorilin the Wretchmonster (15 def, 0 armour) Gorilin the Wretchmonster (15 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +15 (+4 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Cun / +5 Wil Changes resistances: +9% nature Changes damage: +3% arcane / +9% lightning Physical save: +13 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+5 eff.) Mental 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. |
Sunwasp the elven-silk cloak (12 def, 0 armour) Sunwasp the elven-silk cloak (12 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 8 light Changes stats: +2 Mag / +6 Wil / +3 Cun Changes resistances penetration: +20% temporal Changes damage: +3% light Physical save: +7 (+2 eff.) Mental crit. chance: +6% Light radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick elven-silk cloak (3 def, 7 armour) thick elven-silk cloak (3 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Changes resistances: +22% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Betidabeth' (0 def, 1 armour) pair of rough leather boots 'Betidabeth' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% * 20 arcane resource burn Changes resistances: +18% lightning / +6% temporal / +5% arcane A pair of boots made of leather. |
pair of rough leather boots 'Brightking' (0 def, 5 armour) pair of rough leather boots 'Brightking' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +5 Fatigue: +1% Changes resistances: +6% light Physical save: +6 (+2 eff.) Infravision radius: +2 Healing mod.: +5% A pair of boots made of leather. |
scholar's pair of rough leather boots of uncanny dodging (3 def, 1 armour) scholar's pair of rough leather boots of uncanny dodging (3 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Fatigue: +1% Spellpower: +4 (+0 eff.) A pair of boots made of leather. |
Adulranor (0 def, 3 armour) Adulranor (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Mag / +3 Wil Changes resistances penetration: +25% acid / +15% mind Changes damage: +9% mind / +30% acid Mana each turn: +0.34 Maximum mana: +31.00 Spell crit. chance: +3% A pair of boots made of leather. |
Emowyn the Undeathpain (0 def, 3 armour) Emowyn the Undeathpain (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -2% Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Cun / +4 Wil Reduces incoming crit damage: 5.00% Maximum encumbrance: +27 Physical save: +10 (+3 eff.) Light radius: +3 See invisible: +6 A pair of boots made of leather. |
Gorokath the Glimmertrencher (0 def, 3 armour) Gorokath the Glimmertrencher (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Dex / +4 Mag / +4 Wil / +2 Cun Changes resistances: +6% light Changes damage: +9% light Grants telepathy: Dragon Life regen: +3.60 Infravision radius: +2 Healing mod.: +16% A pair of boots made of leather. |
Lighttrail the pair of hardened leather boots (5 def, 3 armour) Lighttrail the pair of hardened leather boots (5 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +5 (+1 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +3% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 light / 20 temporal Changes resistances: +6% light / +3% temporal Changes resistances penetration: +10% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
eldritch pair of hardened leather boots (0 def, 3 armour) eldritch pair of hardened leather boots (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Mag / +4 Wil Mana each turn: +0.37 Maximum mana: +35.00 Spell crit. chance: +4% A pair of boots made of leather. |
pair of hardened leather boots 'Dranaribar' (0 def, 3 armour) pair of hardened leather boots 'Dranaribar' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +9 Lck / +5 Dex Changes resistances: +15% mind Changes resistances penetration: +20% blight / +10% mind Changes damage: +15% mind / +6% blight Stealth bonus: +8 A pair of boots made of leather. |
Airpython (0 def, 5 armour) Airpython (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Effects on melee hit: * 30% chance to blind * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning / 4 fire Changes stats: +7 Str / +7 Con Changes resistances: +12% fire / +14% cold Changes damage: +6% light / +9% physical Stamina each turn: +0.60 Maximum life: +59.00 Movement speed: +10% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 4 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Porubeth the Hellvice (0 def, 4 armour) Porubeth the Hellvice (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +15% fire Grants telepathy: Demon/Minor Demon/Major Mental save: +6 (+2 eff.) Stamina each turn: +0.50 Equilibrium when hit: +0.12 Psi when hit: +0.08 Maximum stamina: +10.00 Mental crit. chance: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Vorobreta the pair of dwarven-steel boots (0 def, 4 armour) Vorobreta the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 20 mind Changes stats: +4 Cun / +11 Con Changes damage: +9% mind Physical save: +15 (+4 eff.) Mental save: +15 (+5 eff.) Light radius: +3 See invisible: +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Armidan the pair of voratun boots (0 def, 5 armour) Armidan the pair of voratun boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+0 eff.) Armour: +5 Fatigue: +4% Damage when hit (Melee): 4 mind Changes resistances: +60% darkness / +59% temporal Changes resistances penetration: +33% darkness / +14% physical / +15% mind / +55% temporal Changes damage: +3% temporal Mental save: +35 (+11 eff.) Life regen: +0.40 Defense after a teleport: +64 Resist all after a teleport: +41% New effects duration reduction after a teleport: +65% 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 'Islussra' (0 def, 12 armour) pair of voratun boots 'Islussra' (0 def, 12 armour)Requires: - Talent 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: +8 Physical crit. chance: +4.0% Physical power: +5 (+0 eff.) Armour: +12 Fatigue: +4% Changes resistances: +13% lightning / +11% temporal / +3% light / +15% blight Physical save: +13 (+4 eff.) Silence immunity: +5% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) These gloves are coated with a thick, green liquid. |
heroic rough leather gloves (0 def, 5 armour) heroic rough leather gloves (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Mental save: +5 (+2 eff.) Maximum life: +41.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 330.20 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Earyrig (0 def, 2 armour) Earyrig (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 cold Damage when hit (Melee): 4 arcane Changes stats: +1 Mag Changes resistances: +7% cold Changes damage: +12% blight / +6% cold Mana each turn: +0.12 Maximum vim: +10.00 Spellpower: +6 (+1 eff.) Damage Shield penetration: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eremothad the hardened leather gloves (0 def, 2 armour) Eremothad the hardened leather gloves (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 13 light Changes resistances: +11% light / +3% blight Changes resistances penetration: +10% blight Changes damage: +6% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Swampbrawn (0 def, 2 armour) Swampbrawn (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +2 Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +3 Dex Changes resistances: +12% nature Changes resistances penetration: +10% nature Changes damage: +6% nature / +9% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Yvubeth the hardened leather gloves (0 def, 2 armour) Yvubeth the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Con Changes resistances: +6% darkness Physical save: +16 (+4 eff.) Spell save: +7 (+2 eff.) Mental save: +12 (+4 eff.) Blindness immunity: +20% Disarm immunity: +20% Stun/Freeze immunity: +10% Knockback immunity: +10% Only die when reaching: -80.00 life Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ivamiba the Lightninghunt (0 def, 9 armour) Ivamiba the Lightninghunt (0 def, 9 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Physical power: +18 (+1 eff.) Armour: +9 Damage when hit (Melee): 4 lightning Changes stats: +5 Str Changes resistances: +3% acid / +3% temporal / +6% nature Physical save: +10 (+3 eff.) Spell save: +3 (+1 eff.) Mental save: +22 (+7 eff.) Disarm immunity: +34% Maximum life: +80.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gleamwrest (0 def, 1 armour) Gleamwrest (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+0 eff.) Armour: +1 Effects on melee hit: * 15% chance to blind Changes stats: +2 Str Changes resistances: +3% acid / +6% cold Changes resistances penetration: +15% light Changes damage: +3% light Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (2 def, 3 armour) Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Spell save: +6 (+2 eff.) Mindpower: +6 (+0 eff.) Mental crit. chance: +2% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Breezebrand (0 def, 2 armour) Breezebrand (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when hit (Melee): 12 nature / 20 acid Changes stats: +4 Str / +4 Wil / +2 Con Changes damage: +6% nature Talent mastery: +0.20 Technique / Grappling Disarm immunity: +32% Metal gloves protecting the hands up to the middle of the lower arm. |
Kathad the Flashblast (0 def, 2 armour) Kathad the Flashblast (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +12% fire Changes resistances penetration: +5% light Life regen: +1.50 Stamina each turn: +0.80 Maximum stamina: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Elyma' (0 def, 2 armour) dwarven-steel gauntlets 'Elyma' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 13% chance to cause random gloom * 20% chance to disease Damage (Melee): 22 mind / 16 darkness Damage when hit (Melee): 16 blight Changes damage: +12% mind Grants telepathy: Dragon Mental save: -10 (-3 eff.) Maximum hate: +4.00 Mindpower: +5 (+0 eff.) It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Singesaw' (0 def, 2 armour) dwarven-steel gauntlets 'Singesaw' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage when hit (Melee): 20 temporal / 16 fire Changes stats: +3 Con Changes resistances: +12% fire Changes damage: +12% fire Physical save: +18 (+5 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +33% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Xanolle' (0 def, 2 armour) dwarven-steel gauntlets 'Xanolle' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes resistances: +6% acid Changes damage: +15% mind Life regen: +1.60 Stamina each turn: +1.00 Maximum stamina: +22.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Hand of the World-Shaper (0 def, 12 armour) =SDA_forget this= Hand of the World-Shaper (0 def, 12 armour) =SDA_forget this=Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+1 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 202.37 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
Vorima the voratun gauntlets (0 def, 3 armour) Vorima the voratun gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +5 Str / +5 Wil / +2 Cun / +5 Con Changes resistances penetration: +10% mind Talent mastery: +0.20 Technique / Grappling Critical mult.: +5.00% Mental save: +12 (+4 eff.) Disarm immunity: +49% Psi when hit: +0.20 Maximum psi: +40.00 Mental crit. chance: +7% Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat 'Baryruidir' (2 def, 0 armour) cashmere wizard hat 'Baryruidir' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +5% arcane / +12% cold Psi when hit: +0.08 Mindpower: +12 (+1 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
Anarak the Galeoozer (0 def, 7 armour) Anarak the Galeoozer (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Damage when hit (Melee): 12 lightning Changes resistances: +5% arcane / +12% lightning Changes resistances penetration: +25% lightning / +25% arcane Changes damage: +9% lightning Infravision radius: +3 A cap made of leather. |
Betilaith the Blazeclamor (2 def, 0 armour) Betilaith the Blazeclamor (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +6% lightning / +30% fire / +21% nature Changes damage: +14% nature / +27% lightning A pointy cloth hat, very wizardly... |
Elovea (0 def, 11 armour) Elovea (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +5 (+0 eff.) Armour: +11 Fatigue: +3% Changes stats: +7 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +12 (+3 eff.) A cap made of leather. |
Flowerjeer (0 def, 3 armour) Flowerjeer (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * Slows global speed by 30% Changes resistances: +22% light / +13% darkness / +6% nature A cap made of leather. |
Furnacefear (0 def, 3 armour) Furnacefear (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 temporal Changes stats: +5 Dex Changes resistances: +15% temporal Changes resistances penetration: +10% fire Changes damage: +12% fire / +3% temporal A cap made of leather. |
Unryrodin the hardened leather cap (0 def, 3 armour) Unryrodin the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+0 eff.) Armour: +3 Fatigue: -3% Changes stats: +8 Str / +4 Con Changes resistances penetration: +15% temporal Grants telepathy: Demon/Minor Demon/Major See invisible: +21 A cap made of leather. |
hardened leather cap 'Cyrelle' (0 def, 7 armour) hardened leather cap 'Cyrelle' (0 def, 7 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Damage when hit (Melee): 4 physical Changes stats: +2 Con Changes resistances: +10% blight / +4% physical / +8% darkness Changes resistances penetration: +10% physical Grants telepathy: Demon/Minor Demon/Major Spell save: +8 (+2 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -60.00 life See invisible: +12 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
hardened leather cap 'Cyrithra' (0 def, 3 armour) hardened leather cap 'Cyrithra' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Mag Changes resistances penetration: +15% arcane Grants telepathy: Dragon Physical save: +19 (+5 eff.) Maximum vim: +50.00 Light radius: +3 A cap made of leather. |
Duathelknight (3 def, 0 armour) Duathelknight (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to inflict 15% damage reduction Changes stats: +5 Cun / +6 Wil Changes resistances: +6% nature / +12% fire / +6% darkness / +10% cold Changes resistances penetration: +5% nature Changes damage: +3% darkness Mental save: +20 (+7 eff.) Confusion immunity: -20% Fear immunity: -20% Equilibrium when hit: +1.80 Psi when hit: +1.60 Hate when hit: +2.30 Mental crit. chance: +5% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 4.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 746 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Korysta the drakeskin leather cap (0 def, 5 armour) Korysta the drakeskin leather cap (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +16 Str / +10 Dex / +6 Wil / +7 Cun / +10 Con Changes damage: +9% blight Mindpower: +6 (+0 eff.) See invisible: +9 A cap made of leather. |
Lorarek the Abyssmark (0 def, 5 armour) Lorarek the Abyssmark (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Cun / +3 Wil Changes resistances penetration: +20% fire Changes damage: +9% fire Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Physical save: +25 (+7 eff.) See invisible: +15 A cap made of leather. |
Poruba the Murkhunt (0 def, 5 armour) Poruba the Murkhunt (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 20 darkness Changes stats: +3 Str / +2 Con Changes resistances: +15% lightning / +15% temporal Changes resistances penetration: +25% darkness Light radius: +3 A cap made of leather. |
defender's drakeskin leather cap of precognition (18 def, 13 armour) defender's drakeskin leather cap of precognition (18 def, 13 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +13 Defense: +18 (+5 eff.) Fatigue: +5% Effects when hit in melee: * 13% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Cun Changes resistances: +5% all Physical save: +12 (+3 eff.) A cap made of leather. |
iron helm of strength (+4) (0 def, 3 armour) iron helm of strength (+4) (0 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Str A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eilinurin (0 def, 4 armour) Eilinurin (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 mind Changes stats: +4 Cun / +4 Wil Changes resistances: +6% acid Grants telepathy: Demon/Minor Demon/Major Mental save: +39 (+12 eff.) Mindpower: +13 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Elenydas the Gloombreaker (0 def, 4 armour) Elenydas the Gloombreaker (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Con Changes resistances: +14% cold Changes resistances penetration: +5% darkness Changes damage: +6% light / +15% darkness Allows you to breathe in: water Physical save: +12 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shadowwyrd the dwarven-steel helm (0 def, 4 armour) Shadowwyrd the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +4 Fatigue: +4% Changes stats: +10 Str / +3 Con Changes resistances: +8% fire / +9% cold Changes resistances penetration: +10% darkness Physical save: +12 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Aralraba' (0 def, 4 armour) dwarven-steel helm 'Aralraba' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +9% fire / +5% arcane / +8% cold Changes resistances penetration: +15% arcane Changes damage: +15% mind / +12% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Beluriama' (0 def, 4 armour) dwarven-steel helm 'Beluriama' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Changes resistances: +12% temporal / +16% light / +6% blight / +9% cold / +5% arcane / +16% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Nirain' (0 def, 4 armour) dwarven-steel helm 'Nirain' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +11 Str / +2 Dex / +5 Wil / +4 Con Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Mental save: +8 (+3 eff.) Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Zubalenn' (6 def, 10 armour) dwarven-steel helm 'Zubalenn' (6 def, 10 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +8 (+0 eff.) Armour: +10 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +4% Damage when hit (Melee): 8 physical Changes stats: +4 Con Changes resistances: +11% fire / +5% arcane / +9% cold Critical mult.: +9.00% Physical save: +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yaldan Baoth (0 def, 6 armour) Yaldan Baoth (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Kygrim the voratun helm (0 def, 11 armour) Kygrim the voratun helm (0 def, 11 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 8 blight Changes resistances: +6% mind / +5% physical Reduces incoming crit damage: 15.00% Physical save: +55 (+14 eff.) Silence immunity: +10% Confusion immunity: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yvyrawe (0 def, 5 armour) Yvyrawe (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 arcane Changes stats: +5 Mag / +10 Wil / +4 Con Changes resistances: +13% blight Mental save: +14 (+5 eff.) Vim when firing critical spell: +2.00 Maximum mana: +60.00 Maximum vim: +50.00 Infravision radius: +3 See invisible: +18 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst 6 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 onyx 6 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 lapis lazuli 10 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald 7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 quartz 6 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 bloodstone 5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 fire opal 6 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 diamond 6 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 moonstone 8 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
1028 alchemist agate 1028 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. |
Lisinor LisinorInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 16 mind Changes resistances: +9% mind / +12% acid Changes damage: +6% acid Mental save: +7 (+2 eff.) Light radius: +2 See stealth: +7 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Urthyrab the Offalripper Urthyrab the OffalripperCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% cold Spell save: +20 (+5 eff.) Mental save: +30 (+10 eff.) Disease immunity: +10% Silence immunity: +20% Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of focus brass lantern of focusInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +5% mind Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Glawen GlawenPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 14 fire Changes resistances: +18% acid / +7% fire / +6% temporal Changes resistances penetration: +25% temporal Changes damage: +12% temporal Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Noresta the alchemist's lamp Noresta the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +7 (+2 eff.) Damage when hit (Melee): 4 acid Changes resistances: +6% mind / +15% acid Changes damage: +6% acid / +27% mind Physical save: +14 (+4 eff.) Spell save: +14 (+4 eff.) Mental save: +14 (+5 eff.) Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Tarrelach TarrelachInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +3% physical Changes damage: +12% temporal Mental save: +10 (+3 eff.) Disease immunity: +15% Disarm immunity: +45% Knockback immunity: +10% Light radius: +3 See stealth: +13 See invisible: +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+0 eff.) Light radius: +5 Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 765.18 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
bright dwarven lantern of clarity bright dwarven lantern of clarityCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Mental save: +11 (+4 eff.) Light radius: +8 See stealth: +17 See invisible: +20 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Amemahell' dwarven lantern 'Amemahell'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Fatigue: -2% Effects on melee hit: * 20% chance to disease Changes stats: +22 Cun / +2 Con Changes resistances: +3% blight Changes resistances penetration: +10% arcane Changes damage: +3% blight / +9% arcane Physical save: +15 (+4 eff.) Light radius: -14 Infravision radius: +18 Healing mod.: +28% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
survivor's dwarven lantern survivor's dwarven lanternInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical save: +11 (+3 eff.) Light radius: +4 Healing mod.: +19% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 45/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Bizzare Contraption Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+5 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Brightenvy (dig speed 20 turns) Brightenvy (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Physical power: +5 (+0 eff.) Fatigue: -5% Damage when hit (Melee): 8 fire Changes stats: +4 Str / +3 Dex / +1 Cun Changes resistances: +6% cold / +9% darkness / +5% arcane Infravision radius: +3 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Cyrolaith (dig speed 26 turns) Cyrolaith (dig speed 26 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +10 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +2 Str / +4 Dex Changes resistances: +4% physical Changes damage: +6% physical Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mayeldara the Dimkill (dig speed 28 turns) Mayeldara the Dimkill (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 darkness Changes stats: +5 Str / +3 Con Changes resistances: +9% acid Changes resistances penetration: +20% darkness / +10% acid Changes damage: +9% acid Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Urirogund (dig speed 29 turns) Urirogund (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Str Changes resistances: +12% light Spell save: +26 (+7 eff.) Blindness immunity: +20% Stun/Freeze immunity: +30% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's dwarven-steel pickaxe (dig speed 22 turns) miner's dwarven-steel pickaxe (dig speed 22 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Emith' (dig speed 10 turns) voratun pickaxe 'Emith' (dig speed 10 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 10% chance to disease Changes stats: +2 Cun / +7 Str Changes resistances: +9% darkness / +10% fire Changes resistances penetration: +10% acid Changes damage: +15% blight Grants telepathy: Humanoid/Orc Light radius: +2 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Defense: +12 (+3 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.2 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Crackletitan the ash totem of thorny skin [power 28] (20 cooldown) Crackletitan the ash totem of thorny skin [power 28] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to daze at end of turn Changes resistances: +6% acid Changes damage: +6% acid / +9% lightning Talent cooldown: Lay Web (-1 turn) Talent granted: +2 Lay Web It can be used to harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
Blindbolt the yew totem of healing [power 140] (20 cooldown) Blindbolt the yew totem of healing [power 140] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances penetration: +20% lightning / +20% light Changes damage: +9% light / +6% lightning Light radius: +3 It can be used to heal a target within range 8 (based on Willpower) for 140, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of cure ailments [power 2] (10 cooldown) yew totem of cure ailments [power 2] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin [power 44] (20 cooldown) yew totem of thorny skin [power 44] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin [power 37] (20 cooldown) yew totem of thorny skin [power 37] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 37 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin [power 38] (20 cooldown) yew totem of thorny skin [power 38] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to harden the skin for 7 turns increasing armour by 38 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+5 eff.) Mindpower: +8 (+0 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 35 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Emubrewyn the ash wand of conjuration [power 181] (10 cooldown) Emubrewyn the ash wand of conjuration [power 181] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Damage when hit (Melee): 16 acid Changes resistances: +12% acid Changes damage: +12% acid / +24% arcane / +9% blight Mana when firing critical spell: +4.00 It can be used to fire a bolt of a random element with (base) damage 90 to 181, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 5 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ularahell the Blastlord [power 277] (10 cooldown) Ularahell the Blastlord [power 277] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% * 30% chance to daze at end of turn Changes resistances: +6% acid / +9% lightning Changes damage: +30% acid It can be used to fire a bolt of a random element with (base) damage 138 to 277, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery" =jaja= Forbidden Tome: "A View From The Gallery" =jaja=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came" =jaja= Forbidden Tome: "The Day It Came" =jaja=Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 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? |
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.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit 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.
Achievements
By staight_00_live the Superhuman Doombringer level 29
52nd Haze 122nd year of Ascendancy at 06:15 see stats
By staight_00_live the Superhuman Doombringer level 35
38th Pyre 123rd year of Ascendancy at 12:38 see stats
By staight_00_live the Superhuman Doombringer level 29
63rd Dusk 122nd year of Ascendancy at 05:19 see stats
By staight_00_live the Superhuman Doombringer level 33
27th Pyre 123rd year of Ascendancy at 11:07 see stats
By staight_00_live the Superhuman Doombringer level 14
6th Flare 122nd year of Ascendancy at 01:32 see stats
By staight_00_live the Superhuman Doombringer level 29
75th Dusk 122nd year of Ascendancy at 09:38 see stats
By staight_00_live the Superhuman Doombringer level 34
33rd Pyre 123rd year of Ascendancy at 13:00 see stats
By staight_00_live the Superhuman Doombringer level 41
78th Pyre 123rd year of Ascendancy at 23:28 see stats
By staight_00_live the Superhuman Doombringer level 31
69th Haze 122nd year of Ascendancy at 01:52 see stats
By staight_00_live the Superhuman Doombringer level 8
3rd Mirth 122nd year of Ascendancy at 15:47 see stats
By staight_00_live the Superhuman Doombringer level 33
70th Haze 122nd year of Ascendancy at 20:52 see stats
By staight_00_live the Superhuman Doombringer level 22
34th Dusk 122nd year of Ascendancy at 06:28 see stats
By staight_00_live the Superhuman Doombringer level 42
2nd Flare 123rd year of Ascendancy at 02:54 see stats
By staight_00_live the Superhuman Doombringer level 6
1st Mirth 122nd year of Ascendancy at 18:53 see stats
By staight_00_live the Superhuman Doombringer level 35
38th Pyre 123rd year of Ascendancy at 07:30 see stats
By staight_00_live the Superhuman Doombringer level 10
7th Mirth 122nd year of Ascendancy at 00:22 see stats
By staight_00_live the Superhuman Doombringer level 20
15th Dusk 122nd year of Ascendancy at 11:04 see stats
By staight_00_live the Superhuman Doombringer level 30
63rd Haze 122nd year of Ascendancy at 22:12 see stats
By staight_00_live the Superhuman Doombringer level 40
72nd Pyre 123rd year of Ascendancy at 03:13 see stats
By staight_00_live the Superhuman Doombringer level 50
10th Flare 123rd year of Ascendancy at 09:41 see stats
By staight_00_live the Superhuman Doombringer level 21
16th Dusk 122nd year of Ascendancy at 01:26 see stats
By staight_00_live the Superhuman Doombringer level 41
78th Pyre 123rd year of Ascendancy at 15:11 see stats
By staight_00_live the Superhuman Doombringer level 50
10th Flare 123rd year of Ascendancy at 10:33 see stats
By staight_00_live the Superhuman Doombringer level 50
10th Flare 123rd year of Ascendancy at 10:33 see stats
By staight_00_live the Superhuman Doombringer level 40
77th Pyre 123rd year of Ascendancy at 16:16 see stats
By staight_00_live the Superhuman Doombringer level 34
33rd Pyre 123rd year of Ascendancy at 06:28 see stats
By staight_00_live the Superhuman Doombringer level 32
69th Haze 122nd year of Ascendancy at 05:53 see stats
By staight_00_live the Superhuman Doombringer level 38
58th Pyre 123rd year of Ascendancy at 04:37 see stats
By staight_00_live the Superhuman Doombringer level 48
10th Flare 123rd year of Ascendancy at 09:40 see stats
By staight_00_live the Superhuman Doombringer level 5
1st Mirth 122nd year of Ascendancy at 16:33 see stats
By staight_00_live the Superhuman Doombringer level 4
79th Pyre 122nd year of Ascendancy at 21:54 see stats
By staight_00_live the Superhuman Doombringer level 27
61st Dusk 122nd year of Ascendancy at 08:33 see stats
Log
staight_00_live misses Argoniel.
Argoniel is free from the hex.
staight_00_live performs a melee critical strike against Argoniel!
Staight_00_live's spell attains critical power!
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
Personal New Achievement: Portal master (Insane (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Staight_00_live's weapon glows with critical power!
staight_00_live damages himself through Martyrdom!
Argoniel hits staight_00_live for 20 physical, 1 fire, 3 physical, 2 fire (25 total damage).
staight_00_live hits Argoniel for 555 physical, 22 fire, 66 fire (643 total damage).
staight_00_live killed Argoniel!
Acid Splash from Argoniel hits staight_00_live for 7 acid damage.
Saving done.
Saving done.
Saving game...
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless (Insane (Roguelike) difficulty)!
Staight_00_live deactivates Eternal Suffering.
Staight_00_live is no longer surging arcane power.
Staight_00_live deactivates Abyssal Shield.
Staight_00_live is free from the hex.
Staight_00_live is free from the acid.
Staight_00_live deactivates Horrifying Blows.
Staight_00_live's weapon stops glowing.
Staight_00_live deactivates Exploit Weakness.
Staight_00_live is free from the hex.