









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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! 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: 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:
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Escort Mastery Buff Addon 1.4.8Items Vault 1.5.0Donators/Buyers bonus! Resist levels 1.5.10Gives bonus resistances (to elements and negative effects) on level ups 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
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. High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. 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:
Quick Drown NPCs AOE 1.5.10 Campaign Uncapper 1.4.2Unlocks the max level for Campaign, scaling all dungeons and bosses accordingly. To be precise, this makes all dungeons in the game scale based on YOUR level, instead of a pre-set value. (Note that bosses still have a minimum level. The Master for example will always be in the 20's at the minimum.) 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: 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.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Doombringer |
| Level / Exp | 89 / 25% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 153 (base 70) |
| Dexterity | 90 (base 70) |
| Constitution | 108 (base 70) |
| Magic | 125 (base 85) |
| Willpower | 112 (base 70) |
| Cunning | 95 (base 70) |
Resources
| Life | 63418/63418 |
| Mana | 2654/2654 |
| Stamina | 301/1969 |
| Vim | 1866/1866 |
| Healing Factor | 2.2487769784173 |
| Regeneration | 436.10431168337 |
Speed
| Mental | +200% |
| Attack | +200% |
| Movement | +465% |
| Spell | +200% |
| Global | +540% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 11 |
| See Stealth | 112.55428801811 |
| See Invisible | 120.55428801811 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 494 |
| Accuracy | 96 |
| Crit Chance | 70% |
| APR | 101 |
| Speed | 0.33 |
Offense: Spell
| Spellpower | 130 |
| Crit Chance | 46% |
| Speed | 0.33333333333333 |
| Cooldown Reduction | 171.6 |
Offense: Mind
| Mindpower | 127 |
| Crit Chance | 37% |
| Speed | 0.33333333333333 |
Offense: Damage Bonus
| Acid | +190% |
| Blight | +216% |
| Arcane | +243% |
| Cold | +243% |
| All | +7% |
| Mind | +211% |
| Lightning | +246% |
| Light | +245% |
| Temporal | +183% |
| Physical | +192% |
| Darkness | +221% |
| Fire | +293% |
| Nature | +183% |
Offense: Damage Penetration
| Acid | +176% |
| Blight | +186% |
| Arcane | +206% |
| Cold | +206% |
| All | 0% |
| Mind | +206% |
| Lightning | +216% |
| Light | +176% |
| Temporal | +181% |
| Physical | +176% |
| Darkness | +196% |
| Fire | +206% |
| Nature | +176% |
Defense: Base
| Armour (hardiness) | 143.44391170465 (100%) |
| Defense | 59 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 237 |
| Spell Save | 245 |
| Mental Save | 235 |
Defense: Resistances
| Acid | + 66%(100%) |
| Blight | + 66%(100%) |
| Arcane | +100%(100%) |
| Cold | + 66%(100%) |
| All | +291%(100%) |
| Mind | + 66%(100%) |
| Lightning | + 66%(100%) |
| Light | + 66%(100%) |
| Temporal | + 66%(100%) |
| Physical | + 66%(100%) |
| Darkness | + 66%(100%) |
| Fire | + 66%(100%) |
| Nature | + 66%(100%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 80% |
| Poison Resistance | 100% |
| Blind Resistance | 50% |
| Silence Resistance | 35% |
| Bleed Resistance | 50% |
| Teleport Resistance | 88% |
| Disarm Resistance | 88% |
| Pinning Resistance | 88% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 98% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse mode: Activated Range: melee/personal Cooldown: -8 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: -11 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 228 with a minimum range of 15. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: -5 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 45%, your defense is increased by 45 and all your resistances by 45%. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: -19 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1640% for 10 turns and instantly restoring 82 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.50 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.50 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.50 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Corruption / Heart of Fire | 1.40 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Fearfire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.50 |
| 7/5 |
| 7/5 |
| 7/5 |
| 0/5 |
| Corruption / Brutality | 1.50 |
| 7/5 |
| 7/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Demonic strength | 1.50 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Technique / Combat training | 1.50 |
| 7/5 |
| 7/5 |
| 0/5 |
| 7/5 |
| 7/5 |
| 0/5 |
| Corruption / Oppression | 1.40 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.10 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Spell / Staff combat | 1.40 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Cunning / Survival | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Corruption / Hexes | 1.50 |
| 7/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Mental Tyranny |
| talent | Abyssal Shield |
| talent | Defensive Posture |
| talent | Horrifying Blows |
| talent | Never Stop Running |
| talent | Chant of Resistance |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You abandoned injured seer to death. Escort: injured seer (level 5 of Dreadfell) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 1 of Daikara) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 1 of Ruins of Kor'Pul) | failed |
You abandoned repented thief to death. Escort: repented thief (level 4 of Old Forest) | failed |
You abandoned temporal explorer to death. Escort: temporal explorer (level 3 of Trollmire) | failed |
You abandoned temporal explorer to death. Escort: temporal explorer (level 6 of Dreadfell) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Chargewilter (0 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 8 mind / 8 lightning Changes stats: +6 Str / +10 Con Changes resistances: +12% mind / +6% lightning Changes damage: +3% lightning / +9% physical / +6% darkness / +15% mind Physical save: +12 (+1 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) Stamina each turn: +1.10 Maximum stamina: +40.00 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 5 cooldown : Effective talent level: 2.0 Power cost: 5 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. |
| Light source | LightningworthPowered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +5 Wil Changes resistances: +3% blight / +17% cold / +9% lightning / +17% temporal Critical mult.: +15.00% Light radius: +4 Defense after a teleport: +31 Resist all after a teleport: +35% New effects duration reduction after a teleport: +39% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Falagar the drakeskin leather cap (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +4.0% Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Str / +8 Wil / +5 Con Changes resistances: +14% blight / +3% fire / +6% acid Physical save: +40 (+3 eff.) Mental save: +26 (+2 eff.) Poison immunity: +20% Silence immunity: +15% Confusion immunity: +10% Defense after a teleport: +25 Resist all after a teleport: +25% New effects duration reduction after a teleport: +25% It can be used to activate talent Battle Cry, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| Tool | dragonbone totem of thorny skin 'Tulavon' [power 88] (9 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes resistances: +12% cold Maximum wards: +5 acid / +5 nature / +5 light Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +1 Ward Reduces incoming crit damage: 15.00% Physical save: +9 (+1 eff.) Spell save: +9 (+1 eff.) Cut immunity: +20% Knockback immunity: +10% Only die when reaching: -40.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to harden the skin for 7 turns increasing armour by 88 and armour hardiness by 70%, putting all charms on cooldown for 9 turns. When used: 100% chance to regenerate 17 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Eleta the NightschismPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +15 (+4 eff.) Effects on melee hit: * 49% chance to inflict 15% damage reduction Damage when hit (Melee): 8 lightning Changes stats: +8 Mag / +8 Wil Changes resistances: +9% light Changes resistances penetration: +10% lightning / +10% blight Changes damage: +6% blight / +12% light / +9% darkness Blindness immunity: +50% Spellpower: +15 (+2 eff.) Infravision radius: +6 See stealth: +17 See invisible: +25 Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 18 cooldown : Effective talent level: 2.6 Power cost: 18 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 28% for 5 turns. Rings can have magical properties. |
| On fingers | treant's gold ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +11% nature / +11% blight Poison immunity: +17% Disease immunity: +22% Life regen: +1.40 Maximum life: +76.00 Healing mod.: +22% Rings can have magical properties. |
| Around waist | Emeliretira the drakeskin leather beltPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +4 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +11 Mag / +6 Wil / +3 Con Changes resistances: +3% acid / +3% physical Critical mult.: +9.00% Mental save: +13 (+1 eff.) Mana each turn: +1.20 Maximum life: +110.00 Maximum mana: +116.00 Healing mod.: +25% A belt that goes around your waist. |
| In main hand | Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 180% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+7 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 90 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
| On hands | Xeromima the drakeskin leather gloves (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +3 Damage (Melee): 15 acid Changes stats: +5 Str / +5 Dex / +11 Cun Changes resistances: +10% acid / +15% temporal / +15% darkness / +9% mind Changes resistances penetration: +5% temporal Changes damage: +7% acid / +3% blight Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+1 eff.) Mana each turn: +0.04 Mana when firing critical spell: +5.00 Maximum vim: +30.00 Infravision radius: +3 When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +25 Armour Penetration: +5 Crit. chance: +28.0% Attack speed: 100% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). On weapon hit: * 40% chance to disease Damage (Melee): +24 darkness Burst (radius 2) on crit: +15 acid It can be used to activate talent Track, placing all other charms into a 7 cooldown : Effective talent level: 2.6 Power cost: 7 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | voratun mail armour 'Ragigund' (5 def, 20 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: +31% Changes stats: +15 Con Changes resistances: +12% acid / +13% physical / -19% light / +9% darkness / +13% cold / +11% lightning / +26% fire Changes damage: +3% mind / +9% blight Grants telepathy: Dragon Critical mult.: +10.00% Physical save: +9 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Life regen: +4.00 Spellpower on spell critical (stacks up to 3 times): +16 Maximum life: +100.00 Maximum vim: +40.00 Spellpower: +6 (+1 eff.) Mental crit. chance: +2% Healing mod.: +25% A suit of armour made of mail. |
| Cloak | elven-silk cloak 'Isuyasenor' (3 def, 4 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour penetration: +3 Physical crit. chance: +5.0% Armour: +4 Defense: +3 (+1 eff.) Changes stats: +6 Str / +4 Dex / +3 Cun Changes resistances: +10% acid / +24% darkness / +10% fire / +10% cold / +10% lightning Changes resistances penetration: +20% darkness Changes damage: +23% darkness Stealth bonus: +24 Physical save: +9 (+1 eff.) Only die when reaching: -112.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Unrolen'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +29% mind Changes damage: +15% blight Physical save: +21 (+2 eff.) Mental save: +51 (+5 eff.) Poison immunity: +30% Cut immunity: +30% Silence immunity: +20% Confusion immunity: +70% Stun/Freeze immunity: +25% Spellpower on spell critical (stacks up to 3 times): +12 Mental crit. chance: +4% Amulets can have magical properties. |
Inventory
Primal Infusion (affinity 21%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 21% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
manasurge rune of the duelist (1643% regen over 10 turns; 82 instant mana)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: -19 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1643% for 10 turns and instantly restoring 82 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 |
manasurge rune of the duelist (1113% regen over 10 turns; 56 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -17 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1113% for 10 turns and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 21; power 60; dur 8)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: -7 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 21. Afterwards you stay out of phase for 8 turns. In this state all new negative status effects duration is reduced by 60%, your defense is increased by 60 and all your resistances by 60%. 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 warrior (range 17; power 51; 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: -6 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 51%, your defense is increased by 51 and all your resistances by 51%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune of the psychic (range 215)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: -12 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 215 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 |
Rune of the Rift (598.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: -10 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Inflicts 1692.34 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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'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. |
stabilizing copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +12% temporal Pinning immunity: +22% Knockback immunity: +24% Amulets can have magical properties. |
Dawnwarden =rtshgstfh=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -8% Effects on melee hit: * 41% chance to blind Changes stats: +7 Mag / +3 Cun / +3 Con Changes resistances penetration: +25% blight Grants telepathy: Dragon Talent mastery: +0.22 Corruption / Torture Reduces incoming crit damage: 15.00% Light radius: +4 Amulets can have magical properties. |
a necklace with fangsPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 |
gold amulet of perfection (0.24 Corruption / Wrath,0.24 Corruption / Brutality) =sdgxgnfdn=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Talent masteries: +0.24 Corruption / Wrath +0.24 Corruption / Brutality Amulets can have magical properties. |
stabilizing 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: +19% temporal Pinning immunity: +38% Knockback immunity: +32% Amulets can have magical properties. |
Samagoleg the stralite amuletInfused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 41% * 41% chance to corrode armour by 30% Changes resistances: +26% blight / +41% nature / +6% darkness / +9% lightning Changes resistances penetration: +20% acid Poison immunity: +41% Disease immunity: +44% Psi when hit: +0.16 Hate when firing a critical mind attack: +5.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +4% Amulets can have magical properties. |
starseer's stralite amulet of soulsearingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +5 Mag Changes damage: +8% temporal / +8% light / +9% blight / +11% fire / +8% physical / +8% darkness Critical mult.: +18.00% Spellpower: +19 (+3 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
Dawnravager the voratun amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +17 Effects on melee hit: * 30% chance to blind Changes stats: +6 Mag Changes resistances: +3% light / +30% temporal Changes resistances penetration: +25% lightning Changes damage: +3% lightning / +15% light / +12% arcane Critical mult.: +20.00% Spell save: +6 (+1 eff.) Pinning immunity: +47% Knockback immunity: +50% Mana each turn: +0.54 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +41.00 Amulets can have magical properties. |
Ebonyrock the voratun amuletPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 8 physical Changes stats: +2 Str / +9 Dex / +12 Mag / +4 Wil Changes resistances penetration: +20% physical Changes damage: +17% darkness / +8% temporal / +8% light / +8% physical Mental save: +15 (+2 eff.) Confusion immunity: +25% Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +44.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +14 (+2 eff.) Amulets can have magical properties. |
RhahellCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Armour: +4 Changes damage: +10% physical Physical save: +48 (+4 eff.) Spell save: +50 (+4 eff.) Mental save: +41 (+4 eff.) Stun/Freeze immunity: +10% Maximum hate: +6.00 Maximum psi: +69.00 Mental crit. chance: +2% Combat speed: +10% Heals friendly targets nearby when you use a nature summon: +30 Amulets can have magical properties. |
VorenorPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: -10% Changes stats: +6 Mag Changes resistances: +3% blight / +6% cold Changes resistances cap: +6% all Changes damage: +8% darkness / +8% temporal / +7% light / +8% physical Physical save: +23 (+2 eff.) Spell save: +9 (+1 eff.) Disease immunity: +10% Cut immunity: +15% Life regen: +2.80 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+1 eff.) Spell crit. chance: +10% Damage Shield penetration: +40% Amulets can have magical properties. |
enraging voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Changes damage: +10% physical Combat speed: +10% Amulets can have magical properties. |
protective voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes resistances cap: +7% all Physical save: +27 (+2 eff.) Amulets can have magical properties. |
voratun amulet 'Zubuma'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Damage when hit (Melee): 8 temporal Changes stats: +7 Str / +8 Dex / +6 Mag / +10 Wil Changes resistances penetration: +10% mind / +10% temporal Changes damage: +16% temporal / +8% light / +6% blight / +17% physical / +8% darkness Grants telepathy: Dragon Critical mult.: +10.00% Equilibrium when hit: +0.12 Maximum psi: +40.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mental crit. chance: +7% Combat speed: +10% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 5 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
warrior's copper ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +8 Changes stats: +4 Str Life regen: +0.80 Maximum life: +52.00 Healing mod.: +14% Rings can have magical properties. |
treant's steel ring of lifeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +9% nature / +8% blight Poison immunity: +18% Disease immunity: +18% Life regen: +1.10 Maximum life: +64.00 Healing mod.: +18% Rings can have magical properties. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-3 eff.) Spell save: -30 (-2 eff.) Mental save: -30 (-2 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
marksman's stralite ring of corrosion (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Dex Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
solipsist's stralite ring of tenacityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Wil Disarm immunity: +44% Pinning immunity: +43% Knockback immunity: +44% Maximum life: +44.00 Mindpower: +13 (+2 eff.) Rings can have magical properties. |
AryweInfused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 41% * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +21 Cun / +8 Wil Changes resistances: +3% acid Changes damage: +3% mind Critical mult.: +15.00% Mental save: +15 (+2 eff.) Confusion immunity: +50% Hate when firing a critical mind attack: +3.00 Maximum hate: +19.00 Mindpower: +13 (+2 eff.) Mental crit. chance: +1% It can be used to activate talent Bleeding Edge, placing all other charms into a 9 cooldown : Effective talent level: 4.0 Power cost: 9 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%. Rings can have magical properties. |
Glintmistress the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Effects on melee hit: * 45% chance to blind * 51% chance to corrode armour by 30% Damage when hit (Melee): 8 light / 8 acid Changes stats: +10 Str / +14 Con Changes resistances penetration: +30% acid Changes damage: +6% light / +12% lightning Spell save: +17 (+2 eff.) Blindness immunity: +49% Maximum stamina: +38.00 Light radius: +5 Infravision radius: +6 See stealth: +25 See invisible: +18 Rings can have magical properties. |
Tulahor the CorruptionireInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * Slows global speed by 45% Damage when hit (Melee): 8 mind Changes stats: +8 Cun / +8 Wil Changes resistances: +12% blight / +15% nature / +8% arcane Changes resistances penetration: +25% arcane / +15% nature / +20% mind Changes damage: +15% mind Maximum encumbrance: +38 Poison immunity: +28% Disease immunity: +30% Mindpower: +15 (+2 eff.) Rings can have magical properties. |
painweaver's voratun ring of frost (+38%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +20 (+2 eff.) Changes resistances: +38% cold Changes damage: +19% cold / +8% all Spellpower: +19 (+3 eff.) Mindpower: +11 (+2 eff.) Rings can have magical properties. |
sneakthief's voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +10 Cun / +10 Dex Rings can have magical properties. |
voratun ring 'Emeloreba'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +8 Mag / +8 Wil / +10 Cun / +6 Con Changes resistances: +3% light Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Physical save: +20 (+2 eff.) Spell save: +26 (+2 eff.) Blindness immunity: +25% Poison immunity: +10% Disease immunity: +15% Confusion immunity: +5% Knockback immunity: +15% Maximum stamina: +38.00 Spellpower: +14 (+2 eff.) Rings can have magical properties. |
voratun ring 'Helldredge'Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +2 Physical crit. chance: +1.0% Changes stats: +4 Dex / +15 Mag / +8 Wil / +8 Cun / +9 Con Changes resistances: +3% physical Changes damage: +6% fire Critical mult.: +9.00% Physical save: +27 (+2 eff.) Spellpower: +30 (+4 eff.) Rings can have magical properties. |
voratun ring 'Islevena'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Changes stats: +16 Cun / +16 Mag Changes resistances: +6% blight / +3% mind Changes damage: +9% arcane Physical save: +10 (+1 eff.) Cut immunity: +30% Disarm immunity: +41% Pinning immunity: +55% Knockback immunity: +44% Only die when reaching: -60.00 life Maximum life: +49.00 Spellpower: +28 (+4 eff.) Rings can have magical properties. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. It is part of a set of items. A true understanding of the arcane is needed to release its full power. Base power: 20.0 - 24.0 Uses stats: 200% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% arcane Talent mastery: +0.20 Spell / Arcane Talent cooldown: Manathrust (-1 turn) Spellpower: +20 (+3 eff.) It can be used to activate talent Arcane Supremacy (costing 9 power out of 20/20) : Effective talent level: 3.0 Power cost: 9 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
yew vilestaff 'Shimmernull' (20-24 power, 4 apr, physical element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn When wielded/worn: Physical crit. chance: +5.0% Effects on melee hit: * 20 arcane resource burn * 15% chance to daze at end of turn Changes stats: +4 Con Changes damage: +20% physical Talent granted: +1 Command Staff Critical mult.: +12.00% Life regen: +0.80 Spellpower: +15 (+2 eff.) Spell crit. chance: +3% Healing mod.: +18% Staves designed for wielders of magic, by the greats of the art. |
Beoroddarim (31-37.2 power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 31.0 - 37.2 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 40% chance to disease Damage (Melee): +12 blight Burst (radius 1) on hit: +4 temporal When wielded/worn: Damage (Melee): 24 fire Changes damage: +31% lightning / +3% blight Talent granted: +1 Command Staff Critical mult.: +26.00% Spellpower: +24 (+4 eff.) Spell crit. chance: +9% See invisible: +15 Staves designed for wielders of magic, by the greats of the art. |
Layosenn the Flashpower (37-44.4 power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 37.0 - 44.4 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 light When wielded/worn: Changes resistances penetration: +5% light Changes damage: +37% lightning / +12% light Talent granted: +1 Command Staff Physical save: +10 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +16 (+2 eff.) Spellpower: +20 (+3 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
Velurin the Shadowrazor (25-30 power, 5 apr, temporal element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +8 darkness / +8 mind When wielded/worn: Physical crit. chance: +13.0% Damage (Melee): 37 arcane Changes resistances penetration: +25% mind Changes damage: +25% temporal / +21% darkness / +15% mind Talent granted: +1 Command Staff Hate when firing a critical mind attack: +2.00 Maximum mana: +97.00 Spellpower: +30 (+4 eff.) Spell crit. chance: +26% It can be used to unleash an elemental blastwave, dealing 334.04 to 400.85 temporal damage in a radius 5 around the user, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Blazetrail the dragonbone starstaff (30-36 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 fire Burst (radius 1) on hit: +4 physical When wielded/worn: Armour penetration: +2 Armour: +30 Armour Hardiness: +11% Defense: +12 (+3 eff.) Damage when hit (Melee): 12 fire Changes stats: +1 Dex / +1 Con Changes resistances: +14% darkness / +14% temporal Maximum wards: +3 temporal Changes resistances penetration: +20% physical Changes damage: +30% temporal Talents granted: +4 Ward +1 Command Staff Physical save: +12 (+1 eff.) Maximum stamina: +5.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Healing mod.: +20% Defense after a teleport: +32 Resist all after a teleport: +25% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +25 Staves designed for wielders of magic, by the greats of the art. |
Blind's kiss the dragonbone vilestaff (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +4 darkness When wielded/worn: Defense: +15 (+4 eff.) Effects on melee hit: * 20% chance to blind * 45% chance to inflict 15% damage reduction Changes resistances penetration: +15% fire Changes damage: +9% blight / +30% fire Talent granted: +1 Command Staff Mana each turn: +0.20 Maximum mana: +40.00 Spellpower: +34 (+5 eff.) Spell crit. chance: +5% Light radius: +5 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 626.35 light damage. Staves designed for wielders of magic, by the greats of the art. |
Camygas (30-36 power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +6 Mag / +6 Wil Changes resistances: +6% mind Changes damage: +30% light Talent granted: +1 Command Staff Critical mult.: +25.00% Physical save: +39 (+3 eff.) Spell save: +15 (+2 eff.) Mental save: +21 (+2 eff.) Pinning immunity: +15% Stun/Freeze immunity: +10% Vim when firing critical spell: +6.00 Maximum mana: +76.00 Maximum vim: +32.00 Spellpower: +27 (+4 eff.) Spell crit. chance: +13% Damage Shield penetration: +20% Staves designed for wielders of magic, by the greats of the art. |
Rhavor the dragonbone vilestaff (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +12 mind When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +10.0% Physical power: +15 (+2 eff.) Defense: +15 (+4 eff.) Effects on melee hit: * 19% chance to blind Changes stats: +5 Cun / +7 Con Changes damage: +30% darkness / +6% temporal Talent granted: +1 Command Staff Critical mult.: +14.00% Physical save: +9 (+1 eff.) Cut immunity: +15% Life regen: +2.00 Maximum psi: +10.00 Spellpower: +35 (+5 eff.) Spell crit. chance: +9% Light radius: +4 Healing mod.: +30% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 626.35 light damage. Staves designed for wielders of magic, by the greats of the art. |
Satyrstoker (32-38.4 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 32.0 - 38.4 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Burst (radius 1) on hit: +8 nature When wielded/worn: Physical power: +6 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 35 fire Changes resistances: +6% nature Changes damage: +12% physical / +30% cold Talent granted: +1 Command Staff Critical mult.: +35.00% Mana each turn: +0.40 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +100.00 Spellpower: +35 (+5 eff.) Spell crit. chance: +5% See invisible: +18 It can be used to conjure elemental energy in a radius 10 cone, dealing 362.04 to 434.45 cold damage, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
Suntreason the dragonbone starstaff (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +12 temporal / +8 mind Burst (radius 1) on hit: +8 temporal When wielded/worn: Damage (Melee): 30 fire Changes stats: +6 Mag / +4 Wil Changes resistances: +21% fire Changes damage: +12% fire / +30% physical Talent granted: +1 Command Staff Critical mult.: +35.00% Maximum mana: +84.00 Spellpower: +55 (+8 eff.) Spell crit. chance: +5% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Scaldworth' (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 55% chance to disease Damage (Melee): +12 blight Burst (radius 1) on hit: +8 blight When wielded/worn: Physical crit. chance: +23.0% Damage (Melee): 39 arcane Changes resistances: +12% blight / +6% darkness / +15% arcane Changes resistances penetration: +30% fire Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +19.00% Maximum mana: +120.00 Spellpower: +25 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Cinderstrike' (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +8 fire When wielded/worn: Physical crit. chance: +13.0% Effects on melee hit: * 53% chance to corrode armour by 30% Damage (Melee): 45 arcane / 30 fire Damage when hit (Melee): 12 arcane Changes resistances penetration: +20% acid / +20% arcane Changes damage: +18% acid / +3% fire / +12% arcane / +30% darkness Talent granted: +1 Command Staff Critical mult.: +29.00% Maximum mana: +92.00 Spellpower: +44 (+6 eff.) Spell crit. chance: +13% See invisible: +20 It can be used to unleash an elemental blastwave, dealing 354.38 to 425.25 darkness damage in a radius 6 around the user, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Pitchream' (30-36 power, 6 apr, acid element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% Burst (radius 1) on hit: +8 darkness / +4 arcane Burst (radius 2) on crit: +8 darkness When wielded/worn: Accuracy: +14 (+3 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +2 Str Changes resistances: +10% darkness / +12% temporal Changes damage: +30% acid / +12% physical / +30% darkness / +30% blight / +30% fire Talent granted: +1 Command Staff Spellpower: +40 (+6 eff.) Spell crit. chance: +5% Defense after a teleport: +35 Resist all after a teleport: +24% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +16 Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Poriwyn' (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to disease Damage (Melee): +8 acid Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +8 blight When wielded/worn: Physical crit. chance: +13.0% Defense: +15 (+4 eff.) Effects on melee hit: * 20% chance to blind Damage (Melee): 45 arcane Changes stats: +10 Mag / +9 Cun / +10 Con Changes resistances: +9% acid Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +19.00% Vim when firing critical spell: +6.00 Maximum mana: +101.00 Maximum vim: +50.00 Maximum neg.energy: +50.00 Spellpower: +25 (+4 eff.) Spell crit. chance: +5% Light radius: +4 Infravision radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 2.0 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 626.35 light damage. Staves designed for wielders of magic, by the greats of the art. |
Burnfury (59.5-89.25 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.5 - 89.3 Uses stats: 40% Wil, 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: 111% On weapon hit: * 27 arcane resource burn * 25% chance to remove a magical effect Damage (Melee): +28 nature Burst (radius 1) on hit: +12 fire When wielded/worn: Accuracy: +21 (+4 eff.) Changes stats: +10 Dex Changes damage: +6% acid Mental save: +12 (+1 eff.) Maximum hate: +6.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +20 Massive two-handed battleaxes. |
Chundil the Cracklecut (55-82.5 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stats: 40% Wil, 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 hit: * 40% chance to daze at end of turn On weapon crit: * cripple the target Damage (Melee): +8 lightning Burst (radius 2) on crit: +28 fire When wielded/worn: Physical crit. chance: +21.0% Damage when hit (Melee): 27 arcane Changes resistances: +6% light / +14% all Changes resistances penetration: +10% lightning / +21% fire / +21% nature Changes damage: +3% light / +3% lightning Light radius: +1 Global speed: +8% Massive two-handed battleaxes. |
Neritta the Willow's kiss (55.5-83.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.3 Uses stats: 40% Wil, 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% Damage (Melee): +12 nature / +42 cold / +8 arcane / +12 fire When wielded/worn: Armour penetration: +33 Physical crit. chance: +21.0% Changes stats: +4 Wil Changes resistances penetration: +15% nature / +21% physical Changes damage: +9% nature / +21% physical Critical mult.: +28.00% Mana each turn: +0.28 Spellpower on spell critical (stacks up to 3 times): +8 Maximum vim: +20.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed battleaxes. |
Relgetogar the Glintspiker (58-87 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Burst (radius 1) on hit: +12 blight / +8 light / +12 acid When wielded/worn: Fatigue: -6% Changes resistances: +9% blight / +28% all Changes resistances penetration: +17% darkness / +10% light / +17% mind / +34% nature Changes damage: +12% acid Massive two-handed battleaxes. |
Satyrparry (58-87 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stats: 40% Wil, 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% Burst (radius 1) on hit: +28 fire When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +21 Effects on melee hit: * Slows global speed by 42% Changes stats: +9 Str / +2 Mag / +1 Wil / +2 Con Changes resistances: +9% nature Changes resistances penetration: +20% physical Changes damage: +6% nature / +40% physical Stamina when hit: +3.00 Maximum life: +10.00 Healing mod.: +5% Massive two-handed battleaxes. |
Shimmerglory (55.5-83.25 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.3 Uses stats: 40% Wil, 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: 111% Damage (Melee): +8 blight Burst (radius 2) on crit: +20 fire When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +14 Damage when hit (Melee): 12 lightning Changes stats: +10 Dex Changes resistances: +3% lightning / +6% fire / +3% light Changes resistances penetration: +21% fire / +20% physical Changes damage: +21% physical Physical save: +40 (+3 eff.) Spell save: +30 (+3 eff.) Disease immunity: +5% Only die when reaching: -80.00 life Global speed: +8% Massive two-handed battleaxes. |
Ulfadedil the Shadebane (59.5-89.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.5 - 89.3 Uses stats: 40% Wil, 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 hit: * 55% chance to inflict 15% damage reduction * 25% chance to put talents on cooldown * 25% chance for lightning to arc to a second target Damage Shield penetration (this weapon only): +20% Damage (Melee): +23 lightning When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +13 Physical crit. chance: +3.0% Armour: +8 Changes resistances: +9% light Changes resistances penetration: +19% physical Massive two-handed battleaxes. |
voratun battleaxe 'Flamemoon' (55.5-83.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +42 cold Burst (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +19 (+4 eff.) Fatigue: -4% Changes stats: +5 Str / +9 Dex Changes resistances penetration: +15% fire / +20% temporal Infravision radius: +4 Massive two-handed battleaxes. |
voratun battleaxe 'Thunderkarma' (59-88.5 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.0 - 88.5 Uses stats: 40% Wil, 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% Burst (radius 2) on crit: +12 lightning When wielded/worn: Armour penetration: +60 Effects on melee hit: * Slows global speed by 45% Changes stats: +1 Wil Changes resistances: +6% nature / +9% acid Changes resistances penetration: +58% physical Changes damage: +3% acid / +62% physical Reduces incoming crit damage: 5.00% Light radius: +3 Massive two-handed battleaxes. |
Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stats: 40% Wil, 50% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 9 power out of 20/20) : Effective talent level: 2.0 Power cost: 9 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 40% Wil, 60% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 5 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Magmapassion the voratun greatmaul (63-94.5 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.0 - 94.5 Uses stats: 40% Wil, 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% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +20% Damage (Melee): +28 blight Burst (radius 2) on crit: +4 fire When wielded/worn: Physical crit. chance: +20.0% Damage when hit (Melee): 8 blight Changes resistances penetration: +5% arcane Critical mult.: +15.00% Disease immunity: +49% Spellpower: +8 (+1 eff.) Massive two-handed mauls. |
Samygrim the Lightnull (67.5-101.25 power, 4 apr)Requires: - Strength 48 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: 40% Wil, 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: * 33 arcane resource burn * 20% chance to corrode armour by 30% Damage (Melee): +4 acid / +4 light / +8 fire Burst (radius 2) on crit: +12 acid When wielded/worn: Accuracy: +17 (+4 eff.) Armour penetration: +42 Physical crit. chance: +21.0% Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +3% acid / +6% lightning Changes resistances penetration: +15% light / +21% physical Critical mult.: +26.00% Massive two-handed mauls. |
Venomvengeance (66-99 power, 4 apr)Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 2) on crit: +12 nature When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +17 Physical crit. chance: +38.0% Defense: +21 (+5 eff.) Changes stats: +4 Str / +2 Dex / +3 Con Changes resistances penetration: +35% physical / +5% temporal Changes damage: +6% nature Critical mult.: +28.00% Disarm immunity: +66% Massive two-handed mauls. |
voratun greatmaul 'Cloudwrecker' (75.5-113.25 power, 7 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 75.5 - 113.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 44% chance to daze at end of turn Damage Shield penetration (this weapon only): +30% Damage (Melee): +12 lightning / +20 darkness Damage against: +28% Living When wielded/worn: Accuracy: +21 (+4 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +13 Str / +6 Dex / +5 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances penetration: +20% lightning Changes damage: +21% physical Grants telepathy: Demon/Minor Demon/Major Stamina when hit: +4.00 Maximum stamina: +15.00 Infravision radius: +4 Massive two-handed mauls. |
voratun greatmaul 'Duatheldredge' (70-105 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stats: 40% Wil, 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: * Random elemental explosion Damage (Melee): +4 darkness / +4 arcane Burst (radius 1) on hit: +4 darkness / +27 fire When wielded/worn: Accuracy: +21 (+4 eff.) Changes stats: +9 Str / +2 Wil Changes resistances penetration: +24% acid / +20% darkness / +24% fire / +20% cold / +21% lightning Changes damage: +21% physical Stamina when hit: +4.00 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Maximum mana: +120.00 Maximum vim: +20.00 Massive two-handed mauls. |
voratun greatmaul 'Shimmerstun' (72-108 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stats: 40% Wil, 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: * 49% chance to daze at end of turn Damage (Melee): +12 lightning / +21 darkness / +12 fire Burst (radius 1) on hit: +8 lightning Damage against: +28% Living When wielded/worn: Armour penetration: +17 Physical crit. chance: +21.0% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 12 fire Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +5 Cun / +6 Con Changes resistances: +9% darkness / +9% lightning Changes resistances penetration: +36% lightning Critical mult.: +28.00% Massive two-handed mauls. |
voratun greatmaul 'Yvetta' (63.5-95.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.5 - 95.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 26% chance to disease * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage Shield penetration (this weapon only): +20% Damage (Melee): +28 blight Burst (radius 1) on hit: +27 fire When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+0 eff.) Armour: +4 Grants telepathy: Demon/Minor Demon/Major Mental save: +10 (+1 eff.) Blindness immunity: +10% Disease immunity: +34% Maximum life: +10.00 Infravision radius: +2 Massive two-handed mauls. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stats: 40% Wil, 50% Mag, 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Toxinbraze (49.5-79.2 power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stats: 40% Wil, 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 hit: * 42% chance to cause random gloom Damage (Melee): +16 mind When wielded/worn: Accuracy: +38 (+7 eff.) Changes stats: +16 Str / +7 Cun / +9 Wil Changes resistances: +9% nature / +6% arcane / +3% darkness Changes damage: +35% physical Critical mult.: +9.00% Stun/Freeze immunity: +15% Stamina when hit: +6.00 Maximum stamina: +10.00 Healing mod.: +20% Massive two-handed swords. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Borosk's Hate (60-96 power, 22 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Charwreck (65-104 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stats: 40% Wil, 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% On weapon hit: * 20% chance to disease * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 40 bleeding, 92% reduced healing Burst (radius 1) on hit: +8 light / +8 fire Burst (radius 2) on crit: +4 blight When wielded/worn: Armour penetration: +16 Physical crit. chance: +35.0% Physical power: +21 (+3 eff.) Changes resistances: +6% blight Changes resistances penetration: +10% blight / +20% fire Critical mult.: +26.00% Massive two-handed swords. |
Stormlore (82-131.2 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 82.0 - 131.2 Uses stats: 40% Wil, 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: 111% On weapon hit: * 40% chance to daze at end of turn Burst (radius 1) on hit: +12 lightning When wielded/worn: Accuracy: +21 (+4 eff.) Physical power: +21 (+3 eff.) Damage when hit (Melee): 12 light Changes stats: +3 Str / +10 Dex / +2 Mag / +10 Con Changes resistances penetration: +21% physical Disarm immunity: +49% Infravision radius: +4 Massive two-handed swords. |
voratun greatsword 'Isidhemira' (84.5-135.2 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 84.5 - 135.2 Uses stats: 40% Wil, 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% When wielded/worn: Physical crit. chance: +7.0% Armour: +4 Defense: +3 (+1 eff.) Ranged Defense: +3 (+0 eff.) Changes stats: +2 Cun Changes resistances: +3% temporal Grants telepathy: Demon/Minor Demon/Major All Cut immunity: +30% Maximum psi: +10.00 Massive two-handed swords. |
Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 50% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-2 eff.) Mindpower: +9 (+1 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Aredalaith (34-47.6 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 34.0 - 47.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 29% chance to corrode armour by 30% Damage Shield penetration (this weapon only): +30% Damage (Melee): +50 insidious poison Burst (radius 2) on crit: +12 physical When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Changes resistances: +9% nature Changes resistances penetration: +13% acid / +15% blight Critical mult.: +14.00% Spell save: +6 (+1 eff.) Blindness immunity: +15% Disease immunity: +20% Life regen: +2.10 Sharp, long, and deadly. |
Blade of Distorted Time (40-56 power, 10 apr)Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 70% Mag, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +12% temporal / +10% physical It can be used to activate talent Rethread (costing 4 power out of 8/8) : Effective talent level: 2.0 Power cost: 4 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 372.35 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Beteyarin the voratun longsword (41.5-58.1 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 60% chance to disease Damage (Melee): +12 blight Burst (radius 1) on hit: +12 blight / +4 acid Burst (radius 2) on crit: +30 ice When wielded/worn: Accuracy: +13 (+3 eff.) Physical power: +15 (+2 eff.) Armour: +15 Changes stats: +7 Str / +1 Wil / +6 Con Changes resistances penetration: +14% physical / +5% mind / +15% cold Changes damage: +11% physical Mental save: +40 (+4 eff.) Disarm immunity: +30% Stamina when hit: +2.10 Psi when hit: +0.20 Hate when firing a critical mind attack: +2.00 Mindpower: +2 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +10 Sharp, long, and deadly. |
voratun longsword 'Harihor' (43.5-60.9 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning Burst (radius 1) on hit: +8 blight / +19 fire Burst (radius 2) on crit: +12 blight When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +15 Changes resistances: +9% temporal Changes resistances penetration: +15% physical Changes damage: +3% blight Critical mult.: +5.00% Equilibrium when hit: +0.08 Maximum hate: +2.00 Sharp, long, and deadly. |
Flashbile (28.5-39.9 power, 4 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 125% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +22 (+5 eff.) Damage when hit (Melee): 8 temporal Changes stats: +10 Dex / +3 Wil Changes resistances penetration: +20% lightning Reduces incoming crit damage: 17.00% Infravision radius: +2 See invisible: +12 Blunt and deadly. |
Blindraptor (44.5-62.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +20 acid When wielded/worn: Physical crit. chance: +8.0% Changes resistances: +12% mind / +33% acid Changes damage: +12% darkness / +15% temporal Blunt and deadly. |
Dazzleoozer (44.5-62.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 light Damage against: +26% Undead When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +29 Physical crit. chance: +14.0% Effects on melee hit: * 30% chance to blind * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +10% light / +15% physical Changes damage: +9% temporal Critical mult.: +20.00% Mental save: +3 (+1 eff.) Psi when hit: +0.08 Mindpower: +2 (+0 eff.) Blunt and deadly. |
Lisuseldathra (47-65.8 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +30 cold When wielded/worn: Armour penetration: +15 Changes resistances: +6% acid / +9% cold / +3% mind / +2% physical Changes resistances penetration: +15% physical / +14% mind / +14% darkness Changes damage: +6% blight / +13% physical Critical mult.: +6.00% Physical save: +3 (+0 eff.) Disease immunity: +15% Pinning immunity: +5% Stun/Freeze immunity: +5% Teleport immunity: +10% Blunt and deadly. |
Shimmerstrider the dwarven-steel waraxe (30-42 power, 4 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 30.0 - 42.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 23% chance to corrode armour by 30% * 20% chance to daze at end of turn * 25% chance to remove a magical effect Damage (Melee): +18 nature / +12 light When wielded/worn: Effects on melee hit: * 41% chance to blind Changes resistances: +6% nature Changes resistances penetration: +11% acid / +10% nature / +10% lightning Changes damage: +18% lightning Life regen: +1.70 One-handed war axes. |
Glownaught (32-44.8 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 111% Damage (Melee): +10 nature / +10 temporal When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +7 Fatigue: -4% Changes stats: +7 Dex Changes resistances penetration: +10% physical Changes damage: +12% light / +9% physical See invisible: +6 One-handed war axes. |
Bogguile the voratun waraxe (40-56 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 55% * 40% chance to corrode armour by 30% Damage (Melee): +12 nature Burst (radius 1) on hit: +12 nature / +36 fire When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 12 arcane Changes resistances: +6% arcane Changes resistances penetration: +15% nature / +15% physical Changes damage: +15% physical One-handed war axes. |
Darkwyrd the voratun waraxe (38.5-53.9 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +20 darkness / +12 temporal Burst (radius 2) on crit: +17 fire Damage against: +19% Living When wielded/worn: Physical crit. chance: +15.0% Changes resistances penetration: +10% darkness / +15% fire Critical mult.: +10.00% Vim when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +30.00 Spellpower: +4 (+1 eff.) Global speed: +6% One-handed war axes. |
Deligrim the Daymonster (41-57.4 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +8 blight / +20 temporal / +20 nature Burst (radius 2) on crit: +4 light When wielded/worn: Physical crit. chance: +14.0% Changes stats: +6 Mag / +3 Wil Spell save: +15 (+2 eff.) Maximum mana: +60.00 One-handed war axes. |
Gebremina (54-75.6 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 54.0 - 75.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to disease Burst (radius 1) on hit: +12 blight When wielded/worn: Accuracy: +28 (+6 eff.) Armour penetration: +30 Effects on melee hit: * 30% chance to corrode armour by 30% * 27% chance to disease Changes resistances penetration: +10% temporal / +28% physical One-handed war axes. |
Gloomobsidian the voratun waraxe (39.5-55.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction * 20% chance to curse the target Burst (radius 1) on hit: +4 darkness / +4 temporal When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +28 Changes resistances: +9% temporal Changes resistances penetration: +28% physical Changes damage: +9% blight / +13% physical / +15% darkness Critical mult.: +10.00% Spell save: +3 (+1 eff.) Maximum vim: +10.00 One-handed war axes. |
Nerodanne the Searspike (41.5-58.1 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * disrupts spell-casting * 25% chance to put talents on cooldown Damage (Melee): +4 light Burst (radius 1) on hit: +8 fire / +4 mind / +8 light Damage against: +27% Unnatural When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +14 (+4 eff.) Changes resistances: +6% fire Changes resistances penetration: +15% mind / +25% fire Changes damage: +9% fire Disarm immunity: +40% Light radius: +1 One-handed war axes. |
voratun waraxe 'Eilinitira' (41.5-58.1 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 17% * leeches stamina from the target On weapon crit: * cripple the target When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Armour: +7 Defense: +11 (+3 eff.) Ranged Defense: +11 (+2 eff.) Damage when hit (Melee): 20 nature slow Changes resistances: +6% temporal Changes resistances penetration: +15% physical Changes damage: +13% physical Teleport immunity: +15% One-handed war axes. |
voratun waraxe 'Gleamjam' (39-54.6 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 40 bleeding, 92% reduced healing * splashes the target with acid Damage (Melee): +20 acid Burst (radius 1) on hit: +17 fire Burst (radius 2) on crit: +4 light When wielded/worn: Physical crit. chance: +15.0% Physical power: +15 (+2 eff.) Armour: +4 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances: +3% cold Changes resistances penetration: +15% light Cut immunity: +10% Stun/Freeze immunity: +15% Only die when reaching: -80.00 life One-handed war axes. |
voratun waraxe 'Glomira' (40-56 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Melee): +20 lightning / +16 blight When wielded/worn: Physical crit. chance: +14.0% Fatigue: -4% Changes stats: +3 Wil / +5 Con Changes resistances: +9% all Changes resistances penetration: +14% nature Grants telepathy: Dragon Mana when firing critical spell: +2.00 Maximum mana: +40.00 Spell crit. chance: +4% One-handed war axes. |
Islibrema the voratun dagger (37-48.1 power, 10 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 111% On weapon hit: * Random elemental explosion Burst (radius 1) on hit: +16 fire When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +4 Changes stats: +6 Str / +6 Dex / +6 Mag Changes resistances penetration: +13% acid / +14% fire / +14% lightning / +13% cold Spell save: +6 (+1 eff.) Stamina each turn: +0.40 Damage Shield penetration: +20% Sharp, short and deadly. |
Lisolenor the Shadepain (37-48.1 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 40% Wil, 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: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Burst (radius 1) on hit: +16 fire Burst (radius 2) on crit: +4 darkness When wielded/worn: Physical crit. chance: +12.0% Changes stats: +4 Wil Changes resistances: +3% darkness Changes resistances penetration: +5% mind / +20% darkness Changes damage: +3% blight Critical mult.: +10.00% Maximum hate: +6.00 Mindpower: +2 (+0 eff.) Sharp, short and deadly. |
Tempestdash (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 40% Wil, 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: * 28% chance to daze at end of turn * 25% chance for lightning to arc to a second target Damage (Melee): +14 lightning When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +9 (+2 eff.) Effects on melee hit: * 15% chance to daze at end of turn * 41% chance to inflict 15% damage reduction Changes stats: +4 Str / +4 Dex / +6 Mag / +6 Wil / +4 Cun / +4 Con Changes resistances penetration: +37% lightning Disarm immunity: +40% Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
voratun dagger 'Fulodir' (39-50.7 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: 39.0 - 50.7 Uses stats: 40% Wil, 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 crit: * cripple the target Damage (Melee): +24 cold Burst (radius 1) on hit: +16 fire Burst (radius 2) on crit: +8 temporal When wielded/worn: Physical crit. chance: +12.0% Changes resistances: +9% cold Changes resistances penetration: +5% temporal Disease immunity: +30% Silence immunity: +10% Pinning immunity: +10% Stun/Freeze immunity: +10% Sharp, short and deadly. |
voratun dagger 'Getarath' (38-49.4 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: 38.0 - 49.4 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Blight 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 On weapon crit: * wounds the target for 7 turns: 37 bleeding, 90% reduced healing Damage (Melee): +16 lightning Burst (radius 1) on hit: +16 fire When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+2 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +1 Wil Critical mult.: +10.00% Spell save: +10 (+1 eff.) Mana when firing critical spell: +5.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +40% Sharp, short and deadly. |
voratun dagger 'Murkrazor' (36-46.8 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 36.0 - 46.8 Uses stats: 40% Wil, 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: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +32 nature / +27 temporal When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Cun Changes resistances: +6% arcane Changes resistances penetration: +5% nature Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Equilibrium when hit: +0.08 Heals friendly targets nearby when you use a nature summon: +30 Sharp, short and deadly. |
voratun dagger 'Umbrakiller' (36.5-47.45 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 40% Wil, 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: * 25% chance to remove a magical effect Damage (Melee): +44 insidious poison / +27 nature Burst (radius 1) on hit: +8 mind When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Damage when hit (Melee): 12 darkness Changes stats: +3 Cun Changes resistances: +15% mind Changes resistances penetration: +12% physical Light radius: +4 Sharp, short and deadly. |
Psionic Fury (12-13.2 power, 25 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 80% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+1 eff.) Mental crit. chance: +8% It can be used to release a wave of psionic power, dealing 782.48 mind damage (based on Willpower) to all within radius 5, costing 18 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Nerunor the Earthslice (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. This mindstar projects psionic energy if enough is absorbed. This natural venom should be returned to the wyrm. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 blight / +12 arcane When wielded/worn: Damage when hit (Melee): 16 acid / 12 arcane / 4 blight Changes resistances: +20% acid / +12% nature Changes resistances penetration: +20% acid Changes damage: +25% lightning / +25% fire / +21% cold / +6% nature / +20% acid Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Life regen: +1.90 Vim when firing critical spell: +3.00 Hate when firing a critical mind attack: +6.00 Maximum hate: +15.00 Spellpower: +6 (+1 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Life leech chance: +19% Life leech: +25% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Offalkin (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 55% Burst (radius 1) on hit: +12 nature Burst (radius 2) on crit: +12 light When wielded/worn: Changes stats: +8 Wil Changes resistances: +39% lightning / +45% fire / +9% light / +43% cold Changes resistances penetration: +15% lightning Changes damage: +3% lightning / +3% nature Talent masteries: +0.40 Psionic / Voracity +0.40 Psionic / Absorption Physical save: +7 (+0 eff.) Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar 'Lightningbane' (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural lightning should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 blight When wielded/worn: Physical crit. chance: +2.0% Damage when hit (Melee): 16 lightning / 16 blight Changes stats: +4 Str / +4 Dex / +4 Mag / +6 Wil / +4 Cun / +8 Con Changes resistances: +43% lightning / +25% fire / +24% cold Changes resistances penetration: +15% lightning / +15% physical Changes damage: +34% lightning Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Critical mult.: +10.00% Physical save: +30 (+2 eff.) Life regen: +1.90 Maximum life: +44.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Stormlash (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+2 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 129.75 to 389.25 lightning damage (based on Magic and Dexterity), costing 5 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Borolach the NoonstoneRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 55% chance to blind Damage (Ranged): +27 fire When wielded/worn: Ranged Defense: +2 (+0 eff.) Changes resistances: +6% light Changes resistances penetration: +10% acid Changes damage: +33% physical / +33% fire Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Pinning immunity: +5% Stun/Freeze immunity: +10% Teleport immunity: +15% Light radius: +2 Longbows are used to shoot arrows at your foes. |
Grinychak the OozegrinderRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Burst (radius 2) on crit: +4 nature When wielded/worn: Accuracy: +2 (+1 eff.) Physical power: +6 (+1 eff.) Changes stats: +1 Str / +11 Dex Changes resistances: +6% arcane Changes resistances penetration: +23% physical / +23% temporal Changes damage: +75% physical / +30% temporal Talents cooldown: Pin Down (-1 turn) Arrow Stitching (-1 turn) Fragmentation Shot (-2 turns) Physical save: +9 (+1 eff.) Stamina each turn: +0.40 Maximum life: +20.00 Longbows are used to shoot arrows at your foes. |
Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+3 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 4 power out of 8/8) : Effective talent level: 3.0 Power cost: 4 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
reinforced leather sling 'Hellpeal'Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Mind Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When this weapon hits: Shoot (20% chance level 2). On weapon hit: * 20% chance to cause random gloom Damage (Ranged): +15 lightning Burst (radius 1) on hit: +2 mind / +6 fire When wielded/worn: Changes resistances: +6% mind / +3% fire Changes damage: +11% lightning / +6% fire Slings are used to hurl stones or metal shots at your foes. |
Gidanne the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 On weapon hit: * 18% chance to corrode armour by 30% Travel speed: +200% When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +6 Con Changes resistances: +12% nature / +5% arcane Changes resistances penetration: +15% acid Talent mastery: +0.20 Wild-gift / Fungus Blindness immunity: +10% Silence immunity: +15% Stun/Freeze immunity: +10% Life regen: +2.50 It can be used to regenerate 260 life over 5 turns, putting all charms on cooldown for 9 turns. Slings are used to hurl stones or metal shots at your foes. |
Olarab the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). Travel speed: +200% When wielded/worn: Physical crit. chance: +3.0% Changes stats: +2 Dex / +7 Mag / +2 Con Changes resistances: +1% physical Changes resistances penetration: +20% physical Changes damage: +15% arcane / +18% physical Critical mult.: +10.00% Maximum life: +50.00 Spellpower: +15 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Beratir the quiver of dragonbone arrows (22/55, 79.5-111.3 power, 36 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 79.5 - 111.3 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +6.0% Capacity: 55 Turns elapse between self-loadings: 0 On weapon hit: * 20% chance to cause random gloom * 20% chance to disease * Random elemental explosion Damage (Ranged): +12 physical / +26 cold Burst (radius 2) on crit: +4 temporal Arrows are used with bows to pierce your foes to death. |
Drelach the Scaldnight (23/23, 53.5-74.9 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +26.0% Capacity: 23 On weapon hit: * Slows global speed by 20% * 10% chance to stun, blind, pin, or confuse the target On weapon crit: * cripple the target Damage (Ranged): +50 lightning / +24 temporal / +4 fire / +8 nature / +30 physical Burst (radius 1) on hit: +8 fire / +8 nature / +12 temporal Burst (radius 2) on crit: +23 lightning / +8 fire Arrows are used with bows to pierce your foes to death. |
Prismwolf the quiver of dragonbone arrows (21/54, 77-107.8 power, 18 apr)Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 77.0 - 107.8 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 54 On weapon hit: * 55% chance to blind * 55% chance to corrode armour by 30% On weapon crit: * burns latent spell energy Damage (Ranged): +8 acid / +38 manaburn arcane / +4 light Burst (radius 1) on hit: +16 acid / +4 light / +8 nature When wielded/worn: Ammo reloads per turn: +8 Arrows are used with bows to pierce your foes to death. |
Sootransom the quiver of dragonbone arrows (20/20, 53.5-74.9 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon hit: * 20% chance to inflict 15% damage reduction * 10% chance to knock the target back Damage (Ranged): +12 temporal / +48 darkness / +75 physical / +23 cold / +16 nature Burst (radius 1) on hit: +4 temporal / +4 darkness / +12 nature Damage against: +30% Living Arrows are used with bows to pierce your foes to death. |
Gegorn (20/20, 53.5-64.2 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 37 bleeding, 90% reduced healing Damage (Ranged): +16 temporal / +8 mind / +20 bleed / +16 arcane Burst (radius 1) on hit: +8 temporal Burst (radius 2) on crit: +8 temporal Shots are used with slings to pummel your foes to death. |
Barkzephyr, the voratun shield (12 def, 3 armour, 198.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +26% acid / +26% fire / +26% cold / +6% arcane / +21% lightning Changes resistances penetration: +15% nature Changes damage: +9% nature / +3% arcane Talent granted: +5 Block Maximum life: +100.00 Light radius: +3 Handheld deflection devices. |
Lightningtrial the voratun shield (12 def, 15 armour, 307 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Armour: +15 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 57% * 57% chance to blind Damage (Melee): 10 lightning Damage when hit (Melee): 30 lightning Changes stats: +7 Con Changes damage: +3% lightning Talent granted: +5 Block Physical save: +15 (+1 eff.) Spell save: +40 (+3 eff.) Handheld deflection devices. |
Olorig the Blastspire (12 def, 9 armour, 196 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 40% chance to blind Changes stats: +6 Mag / +7 Con Changes resistances: +6% blight / +20% physical / +20% light Maximum wards: +6 lightning / +6 temporal / +3 blight / +6 fire / +6 cold Talents granted: +1 Ward +5 Block Silence immunity: +10% Handheld deflection devices. |
Venomnull (12 def, 15 armour, 327 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +2 Physical crit. chance: +6.0% Physical power: +7 (+1 eff.) Armour: +15 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes stats: +7 Con Changes resistances: +30% cold Talent granted: +5 Block Critical mult.: +12.00% Physical save: +15 (+1 eff.) Handheld deflection devices. |
voratun shield 'Arevea' (12 def, 20 armour, 257.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +20 Armour Hardiness: +10% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes stats: +5 Con Changes resistances: +19% fire / +12% physical Talent granted: +5 Block Physical save: +12 (+1 eff.) Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Spellpower: +2 (+0 eff.) Handheld deflection devices. |
voratun shield 'Dazzleresolve' (27 def, 3 armour, 201.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +27 (+7 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 10 lightning Damage when hit (Melee): 30 lightning Changes stats: +3 Wil Changes resistances: +30% lightning Talent granted: +5 Block Equilibrium when hit: +0.08 Mental crit. chance: +1% Deflect projectiles away: +15% Handheld deflection devices. |
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 (+1 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 196.22 to 245.28 physical damage (based on Willpower and Cunning) with knockback, costing 5 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+3 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+1 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Bethille the elven-silk robe (5 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% * 27% chance to disease Damage when hit (Melee): 24 acid Changes resistances: +5% arcane / +20% temporal Changes resistances penetration: +10% acid Changes damage: +20% temporal / +3% arcane / +20% all Mana each turn: +0.40 Maximum mana: +100.00 Spellpower: +49 (+7 eff.) Spell crit. chance: +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blindgasher the elven-silk robe (5 def, 6 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: Physical crit. chance: +4.0% Armour: +6 Defense: +5 (+1 eff.) Changes stats: +6 Cun Changes resistances: +6% blight / +28% cold / +3% light Changes resistances penetration: +17% mind / +10% darkness Changes damage: +17% mind / +19% cold / +19% light / +19% darkness Spell save: +30 (+3 eff.) Blindness immunity: +20% Knockback immunity: +5% Life regen: +0.40 Psi each turn: +1.00 Maximum psi: +40.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +10% Mindpower: +9 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Boltpower (18 def, 12 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +12 Defense: +18 (+5 eff.) Damage when hit (Melee): 4 lightning Changes stats: +10 Mag / +5 Wil / +2 Con Changes resistances: +15% light / +44% darkness Changes damage: +12% lightning / +20% light / +20% darkness Physical save: +30 (+2 eff.) Vim when firing critical spell: +2.00 Maximum life: +63.00 Maximum vim: +20.00 Light radius: +4 Damage Shield penetration: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Issoruiran the Jettide (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 45% chance to blind * 49% chance to daze at end of turn Changes resistances: +9% lightning / +6% darkness Changes resistances penetration: +20% mind / +10% light Changes damage: +6% lightning / +6% light / +15% darkness / +20% mind / +20% all Mental save: +30 (+3 eff.) Psi each turn: +0.82 Maximum psi: +40.00 Spellpower: +20 (+3 eff.) Mindpower: +15 (+2 eff.) Mental crit. chance: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Cleansespawner' (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 16 nature Changes stats: +10 Cun / +10 Con Changes resistances: +30% lightning / +24% nature / +12% acid Changes resistances penetration: +10% arcane / +35% nature Changes damage: +20% lightning / +23% nature / +12% arcane / +12% acid Critical mult.: +15.00% Poison immunity: +50% Disease immunity: +42% Hate when firing a critical mind attack: +5.00 Psi when firing a critical mind attack: +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+2 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
Blazelady (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Physical power: +19 (+2 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 16 fire Changes stats: +18 Str / +11 Mag / +14 Wil Changes resistances: +48% lightning / +15% physical / +20% darkness / +18% fire Changes resistances penetration: +10% fire Changes damage: +6% nature Grants telepathy: Demon/Minor Demon/Major Spellpower: +25 (+4 eff.) Spell crit. chance: +10% Mindpower: +24 (+3 eff.) Mental crit. chance: +10% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.6 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
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 (+2 eff.) It can be used to turn yourself invisible (power 47, based on Cunning and Magic) for 10 turns, costing 23 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Dimseam (29 def, 27 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +27 Defense: +29 (+7 eff.) Fatigue: +8% Effects on melee hit: * 38% chance to inflict 15% damage reduction Changes stats: +16 Cun / +8 Dex Changes resistances: +30% temporal Changes resistances penetration: +15% mind Changes damage: +6% darkness / +3% lightning Critical mult.: +15.00% Mental save: +31 (+3 eff.) Hate when firing a critical mind attack: +3.00 Mental crit. chance: +2% A suit of armour made of leather. |
Galeruirak the drakeskin leather armour (20 def, 24 armour)Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +24 Defense: +20 (+5 eff.) Fatigue: +8% Changes stats: +6 Cun / +2 Dex Changes resistances: +15% acid / +15% physical / +18% cold / +18% lightning / +40% fire Critical mult.: +9.00% Physical save: +9 (+1 eff.) Mental save: +19 (+2 eff.) Life regen: +1.40 Mindpower: +15 (+2 eff.) A suit of armour made of leather. |
Hanuruidas (36 def, 22 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +20 Physical crit. chance: +10.0% Armour: +22 Defense: +36 (+9 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 4 blight Changes stats: +10 Cun / +9 Dex Changes resistances: +39% acid Changes damage: +6% physical Stamina each turn: +1.50 Maximum life: +30.00 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 287 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Shimmerprophet the drakeskin leather armour (5 def, 14 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 8 acid / 16 blight Changes resistances: +51% acid / +19% light / +6% blight / +15% cold / +15% lightning / +20% darkness Changes damage: +6% lightning / +6% blight Allows you to breathe in: water A suit of armour made of leather. |
drakeskin leather armour 'Flashraider' (30 def, 18 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +30 (+8 eff.) Fatigue: +8% Effects on melee hit: * 15% chance to blind Changes stats: +10 Str / +10 Dex / +6 Cun Changes resistances: +6% mind / +10% physical Changes resistances penetration: +15% light / +5% mind Changes damage: +6% light Physical save: +40 (+3 eff.) Mental save: +25 (+2 eff.) Light radius: +4 A suit of armour made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 27 power out of 60/60) : Effective talent level: 2.0 Power cost: 27 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. This item has been sent to the Item's Vault. |
Betygawe (4 def, 13 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +13 Defense: +4 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 16 blight Changes stats: +6 Str / +2 Mag / +2 Wil / +6 Con Changes resistances: +13% acid / +38% cold / +6% temporal Changes damage: +12% temporal Allows you to breathe in: water Mana when firing critical spell: +6.00 Maximum life: +86.00 Spellpower: +4 (+1 eff.) A suit of armour made of mail. |
Polomira (4 def, 16 armour)Requires: - Strength 38 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+1 eff.) Fatigue: +25% Damage when hit (Melee): 4 mind Changes stats: +2 Wil / +7 Con Changes resistances: +7% acid / +11% physical / +11% darkness / +9% lightning / +16% fire / +27% cold / -16% light Physical save: +6 (+0 eff.) Spell save: +7 (+1 eff.) Mental save: +8 (+1 eff.) Psi when hit: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Hate when firing a critical mind attack: +4.00 A suit of armour made of mail. |
Belarena (5 def, 14 armour)Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 20 physical Changes stats: +7 Str / +9 Wil / +8 Cun / +5 Con Changes resistances penetration: +25% blight Physical save: +40 (+3 eff.) Mental save: +59 (+5 eff.) Pinning immunity: +15% Only die when reaching: -60.00 life Maximum life: +86.00 A suit of armour made of mail. |
Chromatic Harness (10 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Dayschism (5 def, 33 armour)Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +2 (+0 eff.) Armour: +33 Defense: +5 (+1 eff.) Fatigue: -3% Changes stats: +3 Dex Changes resistances: +29% lightning / +6% light Changes damage: +6% acid Physical save: +29 (+2 eff.) Stamina each turn: +1.60 A suit of armour made of mail. |
Gunadir the Sunream (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +14 Str / +7 Con Changes resistances: +12% lightning / +23% physical / +20% darkness Changes resistances penetration: +25% light / +20% mind Changes damage: +9% light Physical save: +25 (+2 eff.) Maximum life: +100.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.6 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Lavatrail the voratun mail armour (14 def, 24 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +24 Defense: +14 (+4 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 4 fire Changes stats: +3 Str / +1 Dex Changes resistances: +15% acid / +15% cold Changes damage: +3% acid Allows you to breathe in: water Life regen: +4.60 Maximum life: +151.00 Healing mod.: +30% A suit of armour made of mail. |
Starripper the voratun mail armour (5 def, 16 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+1 eff.) Fatigue: +16% Effects on melee hit: * 41% chance to blind Damage when hit (Melee): 8 light / 12 nature Changes resistances: +15% acid / +43% cold / +6% light Changes resistances penetration: +10% nature / +10% light Changes damage: +3% darkness / +6% nature / +3% light Allows you to breathe in: water Life regen: +3.30 Maximum life: +79.00 Healing mod.: +30% A suit of armour made of mail. |
voratun mail armour 'Daimisakhad' (5 def, 16 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Infused by nature 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +16 Defense: +5 (+1 eff.) Fatigue: +16% Damage (Melee): 46 acid / 42 fire Damage when hit (Melee): 26 acid / 32 fire Changes stats: +2 Str / +3 Dex / +4 Mag Changes resistances: +69% acid / +11% cold / +60% fire Allows you to breathe in: water Mental save: +6 (+1 eff.) Hate when firing a critical mind attack: +4.00 Maximum hate: +2.00 See invisible: +9 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of mail. |
voratun mail armour 'Polenor' (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Armour: +10 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +13 Str / +16 Con Changes resistances: +10% arcane Critical mult.: +23.00% Physical save: +6 (+0 eff.) Spell save: +25 (+2 eff.) Mental save: +6 (+1 eff.) Mana when firing critical spell: +2.00 Maximum life: +200.00 Maximum stamina: +10.00 Mental crit. chance: +2% A suit of armour made of mail. |
Borfast's Cage (10 def, 20 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+3 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+1 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Betathra (24 def, 25 armour)Requires: - Strength 60 - 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 5 When wielded/worn: Armour penetration: +2 Armour: +25 Defense: +24 (+6 eff.) Fatigue: +41% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Dex / +6 Cun / +10 Con Changes resistances: +22% acid / -19% light / +14% fire / +6% arcane / +15% darkness Changes damage: +12% acid Physical save: +26 (+2 eff.) Spell save: +9 (+1 eff.) Mental save: +29 (+3 eff.) Healing mod.: +25% A suit of armour made of metal plates. |
Duathelwinter the voratun plate armour (9 def, 30 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +30 Defense: +9 (+2 eff.) Fatigue: +16% Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +11 Str / +2 Dex Changes resistances: +28% darkness / +15% physical / +6% mind / +26% fire Changes resistances penetration: +20% physical Critical mult.: +9.00% Physical save: +15 (+1 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.6 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 40 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Flamevault the voratun plate armour (23 def, 34 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: +34 Defense: +23 (+6 eff.) Fatigue: +16% Changes stats: +10 Cun / +3 Dex Changes resistances: +18% fire Changes damage: +9% arcane / +3% fire Grants telepathy: Dragon Physical save: +13 (+1 eff.) Mental save: +25 (+2 eff.) Life regen: +2.80 Maximum life: +98.00 Healing mod.: +29% A suit of armour made of metal plates. |
Lisetira (9 def, 27 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour penetration: +6 Physical crit. chance: +1.0% Armour: +27 Defense: +9 (+2 eff.) Fatigue: +41% Effects on melee hit: * 10% chance to disease Damage (Melee): 22 acid / 23 fire Damage when hit (Melee): 15 acid / 16 fire Changes stats: +9 Con Changes resistances: +30% acid / +3% temporal / -19% light / +44% fire / +15% darkness Changes resistances penetration: +5% temporal Changes damage: +3% temporal Grants telepathy: Dragon Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A suit of armour made of metal plates. |
Urubar (24 def, 26 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: +26 Defense: +24 (+6 eff.) Fatigue: +26% Damage when hit (Melee): 4 blight Changes stats: +6 Cun Changes resistances: +28% cold Changes resistances penetration: +15% arcane Mental save: +25 (+2 eff.) Life regen: +3.70 Hate when firing a critical mind attack: +2.00 Maximum life: +85.00 Maximum hate: +12.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mental crit. chance: +1% Healing mod.: +23% 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. |
voratun plate armour 'Eilinawen' (9 def, 36 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +36 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 14 light Changes stats: +5 Str / +5 Wil Changes resistances: +25% blight / +28% darkness / +30% lightning Reduces incoming crit damage: 23.00% Spell save: +9 (+1 eff.) Mana each turn: +0.12 Maximum mana: +60.00 Light radius: +2 See invisible: +12 A suit of armour made of metal plates. |
voratun plate armour 'Erelitolin' (9 def, 20 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +20 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 20 physical Changes stats: +7 Str / +3 Wil / +5 Cun / +7 Con Changes resistances: +30% acid / +7% arcane Changes damage: +3% temporal Silence immunity: +20% Equilibrium when hit: +0.08 Only die when reaching: -80.00 life Maximum life: +98.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A suit of armour made of metal plates. |
voratun plate armour 'Malirab' (15 def, 26 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +15 (+4 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +26% Damage (Melee): 23 acid / 23 fire Damage when hit (Melee): 16 acid / 16 fire Changes stats: +6 Str / +6 Con Changes resistances: +51% acid / +15% physical / +14% lightning / +40% fire / +10% arcane / +18% cold Talent cooldown: Rush (-5 turns) Physical save: +12 (+1 eff.) Spell save: +31 (+3 eff.) Poison immunity: +20% Disarm immunity: +39% Stun/Freeze immunity: +39% Knockback immunity: +39% A suit of armour made of metal plates. |
voratun plate armour 'Radiancestalker' (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +55% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light / 20 physical Changes stats: +19 Con Changes resistances: +29% fire / -22% light / +26% darkness Changes resistances penetration: +34% acid / +15% light Physical save: +20 (+2 eff.) Spell save: +19 (+2 eff.) Mental save: +20 (+2 eff.) A suit of armour made of metal plates. |
voratun plate armour 'Viperobsidian' (9 def, 46 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +46 Defense: +9 (+2 eff.) Fatigue: +41% Changes stats: +1 Str / +2 Wil / +9 Con Changes resistances: +12% acid / +12% physical / -20% light / +15% darkness / +13% cold / +13% lightning / +28% fire Changes resistances penetration: +10% blight / +10% arcane / +10% nature Physical save: +10 (+1 eff.) Spell save: +16 (+2 eff.) Mental save: +10 (+1 eff.) Life regen: +0.60 Stamina each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -80.00 life Maximum mana: +40.00 Maximum vim: +20.00 A suit of armour made of metal plates. |
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. |
SplendourripperCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Effects on melee hit: * 38% chance to blind * 38% chance to inflict 15% damage reduction Changes resistances: +9% fire Changes resistances penetration: +32% light / +25% fire Changes damage: +18% light Critical mult.: +7.00% Light radius: +3 A belt that goes around your waist. |
rough leather belt 'Xeryyatha'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 25 arcane resource burn Changes resistances: +12% acid / +18% darkness / +25% blight / +9% fire / +6% cold Maximum life: +38.00 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
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 (+1 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 11 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
blurring hardened leather belt of lifeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +13 (+3 eff.) Stealth bonus: +8 Life regen: +1.20 Healing mod.: +13% A belt that goes around your waist. |
Branurerain the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Damage when hit (Melee): 8 mind Changes stats: +1 Str / +3 Dex / +8 Con Changes resistances: +6% blight / +6% fire / +15% cold Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Mental save: +15 (+2 eff.) Psi when hit: +0.12 Maximum life: +70.00 Mindpower: +19 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +30 A belt that goes around your waist. |
Singe's kissCrafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +23 (+6 eff.) Damage when hit (Melee): 8 mind / 20 arcane Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +9% mind / +6% fire Changes resistances penetration: +5% mind Changes damage: +6% mind / +15% fire Reduced damage from: +42% Summoned Trap disarming bonus: +25 Stealth bonus: +27 Infravision radius: +6 A belt that goes around your waist. |
Veloba the CrackleravagerInfused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Damage when hit (Melee): 12 lightning Changes stats: +8 Str / +6 Wil / +6 Con Changes resistances: +18% acid / +9% darkness / +15% blight Changes damage: +18% lightning Physical save: +15 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +14 (+1 eff.) Maximum life: +89.00 Size category: +1 A belt that goes around your waist. |
cleansing drakeskin leather belt of recklessnessInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Changes resistances: +15% acid / +14% blight Critical mult.: +10.00% A belt that goes around your waist. |
drakeskin leather belt 'Dawnpunish'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +8 Damage when hit (Melee): 12 light Changes stats: +7 Str / +6 Dex / +7 Wil / +7 Cun Changes resistances: +5% arcane / +1% physical / +6% light / +6% mind Critical mult.: +11.00% Physical save: +20 (+2 eff.) Spell save: +23 (+2 eff.) Mental save: +18 (+2 eff.) Blindness immunity: +15% Life regen: +3.60 Healing mod.: +26% A belt that goes around your waist. |
drakeskin leather belt 'Pitchrain'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Changes stats: +6 Dex / +3 Wil / +6 Cun / +6 Con / +10 Lck Changes resistances: +9% darkness Changes resistances penetration: +15% blight Changes damage: +9% darkness / +6% nature Critical mult.: +13.00% Trap disarming bonus: +25 Stealth bonus: +13 Spell save: +6 (+1 eff.) Mental save: +12 (+1 eff.) Mana each turn: +0.32 Spellpower on spell critical (stacks up to 3 times): +12 Spell crit. chance: +4% Mindpower: +9 (+1 eff.) Infravision radius: +6 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. |
drakeskin leather belt 'Windcut'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +15 (+4 eff.) Damage when hit (Melee): 8 nature / 8 acid Changes stats: +6 Con Changes resistances: +15% acid Changes resistances penetration: +25% lightning / +15% acid Physical save: +23 (+2 eff.) Mental save: +12 (+1 eff.) Life regen: +3.60 Mindpower: +10 (+1 eff.) Healing mod.: +24% A belt that goes around your waist. |
Rootlash the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 20 nature Changes resistances: +15% nature / +6% mind Changes resistances penetration: +15% nature Changes damage: +24% nature Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
kruk cloak (2 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) A stylish kruk-style cloak, to look awesome. |
Arcpassion (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Defense: +3 (+1 eff.) Changes stats: +6 Str / +14 Dex / +10 Cun / +6 Con Changes resistances: +18% lightning Changes resistances penetration: +15% lightning / +15% acid Changes damage: +6% acid Talent mastery: +0.40 Technique / Combat training Spell save: -30 (-2 eff.) Stamina each turn: +1.50 Mana each turn: -0.48 Mana when firing critical spell: +2.00 Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Polesera' (15 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +12 Defense: +15 (+4 eff.) Ranged Defense: +12 (+3 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances: +20% nature / +18% blight Critical mult.: +30.00% Reduces incoming crit damage: 10.00% Stealth bonus: +13 Spell save: +40 (+3 eff.) Mental save: +12 (+1 eff.) Blindness immunity: +20% Poison immunity: +10% Disease immunity: +5% Pinning immunity: +20% Life regen: +2.30 Mental crit. chance: +6% Healing mod.: +26% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's elven-silk cloak of the voidstalker (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Changes stats: +6 Cun / +6 Dex Changes resistances: +30% darkness / +30% temporal Defense after a teleport: +30 Resist all after a teleport: +15% New effects duration reduction after a teleport: +29% 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 5 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative elven-silk cloak (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +20% nature / +20% blight Life regen: +3.00 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative elven-silk cloak of implacability (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +18% nature / +20% blight Physical save: +15 (+1 eff.) Mental save: +15 (+2 eff.) Life regen: +3.00 Only die when reaching: -50.00 life Healing mod.: +19% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nimbusedge (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Damage when hit (Melee): 8 lightning Changes stats: +4 Str / +3 Dex / +2 Wil / +4 Cun / +4 Con Changes damage: +12% lightning Grants telepathy: Demon/Minor Demon/Major Physical save: +19 (+1 eff.) Mental save: +15 (+2 eff.) Light radius: +2 A pair of boots made of leather. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 11 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Shoes of Moving Slowly (0 def, 0 armour)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Chargefist the pair of drakeskin leather boots (0 def, 15 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Changes resistances: +15% acid / +15% temporal / +1% physical / +15% cold / +6% blight / +15% fire / +6% arcane / +26% lightning Changes resistances penetration: +10% lightning / +10% darkness Changes damage: +6% darkness / +6% lightning Knockback immunity: +15% Teleport immunity: +5% Life regen: +5.50 Healing mod.: +23% A pair of boots made of leather. |
Relganarimnir the Shimmerserpent (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 24 mind / 16 acid Changes stats: +15 Lck / +8 Dex Changes resistances: +9% lightning Changes resistances penetration: +34% mind Changes damage: +6% acid / +6% lightning Stealth bonus: +15 Movement speed: +40% A pair of boots made of leather. |
Shifting Boots (7 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+2 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal It can be used to blink to a nearby random location within range 16 (based on Magic), costing 10 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
pair of drakeskin leather boots 'Gleamwilder' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -9% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 mind Changes stats: +6 Mag / +6 Cun / +6 Con Reduces incoming crit damage: 5.00% Maximum encumbrance: +44 Physical save: +40 (+3 eff.) Mental save: +31 (+3 eff.) Mental crit. chance: +2% Light radius: +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Arakalthorand the pair of dwarven-steel boots (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Mag Changes resistances: +6% blight Changes damage: +3% arcane Critical mult.: +30.00% Spell save: +6 (+1 eff.) Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +5 (+1 eff.) Spell crit. chance: +3% Lowers spell cool-downs by: 10% Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 511 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Ce'Navena the pair of voratun boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Changes stats: +7 Mag / +6 Wil / +2 Cun / +14 Con Changes resistances: +15% fire / +15% cold Changes resistances penetration: +10% physical Changes damage: +9% mind Mindpower: +9 (+1 eff.) Infravision radius: +2 See invisible: +9 It can be used to activate talent Blindside, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 35 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Urthazor the Thunderborn (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +4% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes resistances: +9% lightning / +15% fire / +15% nature / +11% cold Changes resistances penetration: +10% lightning / +10% arcane / +10% darkness Changes damage: +18% nature / +21% lightning Physical save: +11 (+1 eff.) Spell save: +15 (+2 eff.) Mental save: +15 (+2 eff.) 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 'Blazeriver' (9 def, 15 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: +15 Defense: +9 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: -5% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 16 blight Changes resistances: +15% acid / +15% fire / +14% lightning / +15% cold Changes resistances penetration: +15% blight / +10% fire Critical mult.: +40.00% Spell save: +6 (+1 eff.) Stamina each turn: +0.70 Mana when firing critical spell: +1.00 Maximum life: +52.00 Movement speed: +10% Damage Shield penetration: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Lorogar' (24 def, 19 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: Physical crit. chance: +5.0% Physical power: +13 (+2 eff.) Armour: +19 Defense: +24 (+6 eff.) Fatigue: +4% Changes stats: +2 Dex Changes resistances: +9% arcane Changes resistances penetration: +15% physical Changes damage: +12% physical Physical save: +6 (+0 eff.) Life regen: +4.70 Only die when reaching: -40.00 life Healing mod.: +32% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 35 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Morningripper' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +1 Armour: +9 Fatigue: -6% Damage when hit (Melee): 4 physical Changes stats: +6 Con / +6 Wil Changes resistances: +2% physical / +15% fire / +3% light / +15% cold Changes resistances penetration: +15% light / +10% physical Changes damage: +3% fire Critical mult.: +6.00% Stamina each turn: +0.90 Maximum life: +60.00 Mindpower: +7 (+1 eff.) Movement speed: +10% Healing mod.: +5% It can be used to activate talent Blindside, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 27 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Droregoruisin the drakeskin leather gloves (0 def, 9 armour)Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Damage (Melee): 15 fire Effects when hit in melee: * 35% chance to reduce effective powers by 20% * 33 arcane resource burn Changes stats: +2 Cun / +1 Wil Changes resistances: +6% blight / +6% temporal / +9% fire Changes damage: +6% mind / +11% fire Spell save: +13 (+1 eff.) Mental save: +23 (+2 eff.) Equilibrium when hit: +0.08 Maximum life: +65.00 Maximum psi: +10.00 Heals friendly targets nearby when you use a nature summon: +50 When used to modify unarmed attacks: Base power: 34.0 - 37.4 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +13 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). On weapon hit: * 35% chance to reduce effective powers by 20% * 34 arcane resource burn Burst (radius 2) on crit: +15 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Lavatreason' (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Armour: +3 Effects on melee hit: * 41% chance to corrode armour by 30% Damage (Melee): 15 cold Damage when hit (Melee): 8 fire Changes stats: +9 Dex / +9 Cun / +6 Con Changes resistances: +10% cold Changes resistances penetration: +15% fire Changes damage: +3% acid / +6% fire / +6% nature / +11% cold Physical save: +29 (+2 eff.) Spell save: +9 (+1 eff.) Mental save: +10 (+1 eff.) Disarm immunity: +43% When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). On weapon hit: * Slows global speed by 55% * 55% chance to corrode armour by 30% Damage (Melee): +18 physical Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +15 ice Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 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. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence 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 have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+0 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 8 power out of 24/24) : Effective talent level: 4.0 Power cost: 8 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Umbradredge (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +15 Physical crit. chance: +16.0% Armour: +3 Changes stats: +9 Dex / +9 Mag / +15 Cun Changes resistances: +12% blight / +9% light / +15% darkness Changes resistances penetration: +10% nature / +15% arcane Changes damage: +12% darkness Critical mult.: +15.00% Maximum vim: +20.00 Spell crit. chance: +20% Mental crit. chance: +20% Infravision radius: +2 When used to modify unarmed attacks: Base power: 40.5 - 56.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +11 Armour Penetration: +25 Crit. chance: +24.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon crits: Cripple (20% chance level 5). Damage Shield penetration (this weapon only): +10% Damage (Melee): +8 blight Burst (radius 2) on crit: +49 light / +50 darkness It can be used to activate talent Starfall, placing all other charms into a 9 cooldown : Effective talent level: 1.0 Power cost: 9 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 408.07 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Zubothra (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 11 lightning / 11 cold Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +9% lightning / +8% cold Changes resistances penetration: +15% arcane Changes damage: +11% lightning / +7% cold Talent cooldown: Double Strike (-1 turn) Physical save: +12 (+1 eff.) Mana when firing critical spell: +3.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +4 (+1 eff.) Damage Shield penetration: +30% When used to modify unarmed attacks: Base power: 28.5 - 39.9 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +6 Armour Penetration: +15 Crit. chance: +20.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). Damage Shield penetration (this weapon only): +30% Burst (radius 2) on crit: +11 lightning / +11 ice Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets 'Ce'Netira' (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Armour: +3 Damage (Melee): 5 cold Changes stats: +3 Str / +7 Dex / +9 Cun Changes resistances: +10% cold Changes damage: +9% cold / +6% mind / +6% arcane Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+1 eff.) When used to modify unarmed attacks: Base power: 30.0 - 42.0 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +14 Armour Penetration: +22 Crit. chance: +21.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Set Up (10% chance level 5). Burst (radius 1) on hit: +4 mind Burst (radius 2) on crit: +5 ice / +8 mind It can be used to activate talent Steady Shot, placing all other charms into a 9 cooldown : Effective talent level: 3.0 Power cost: 9 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Gorewend the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +23 Mag / +27 Con Changes resistances: +3% nature / +15% blight Changes damage: +58% arcane / +3% nature Maximum mana: +110.00 Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 5 cooldown : Effective talent level: 5.0 Power cost: 5 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+1 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 16 power out of 35/35) : Effective talent level: 2.0 Power cost: 16 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Biblek (3 def, 0 armour)Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +10 Wil / +8 Cun / +2 Con Changes resistances: +3% temporal / +13% blight / +9% cold / +20% mind / +15% nature Changes damage: +20% mind / +3% acid Grants telepathy: Demon/Minor Demon/Major Physical save: +13 (+1 eff.) Spell save: +20 (+2 eff.) Mental save: +42 (+4 eff.) Confusion immunity: -20% Fear immunity: -20% Maximum psi: +40.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +13% Infravision radius: +1 See invisible: +12 It can be used to activate talent Hateful Whisper, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 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 1355 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... |
Polerann (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Armour: +5 Fatigue: +5% Changes stats: +9 Str / +9 Dex / +12 Con Changes resistances: +15% acid / +15% nature / +8% arcane Changes damage: +15% acid Spell save: +10 (+1 eff.) Stamina each turn: +0.80 Maximum life: +140.00 Healing mod.: +30% A cap made of leather. |
drakeskin leather cap 'Eclipsewaker' (14 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +14 Defense: +14 (+4 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +5% Changes stats: +9 Str / +8 Dex Changes resistances: +18% lightning / +13% temporal / +6% darkness / +7% all Changes resistances penetration: +5% darkness Changes damage: +9% darkness Physical save: +13 (+1 eff.) Only die when reaching: -80.00 life Maximum life: +20.00 Healing mod.: +5% A cap made of leather. |
drakeskin leather cap 'Growkin' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 41% chance to corrode armour by 30% Damage when hit (Melee): 8 mind Changes stats: +15 Dex / +4 Mag / +8 Wil Changes resistances: +9% acid / +20% darkness / +6% nature / +6% mind Changes resistances penetration: +5% acid Changes damage: +14% blight / +17% arcane Spell crit. chance: +5% Infravision radius: +7 A cap made of leather. |
drakeskin leather cap 'Voidrazor' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to inflict 15% damage reduction * 45% chance to corrode armour by 30% Changes stats: +11 Str / +11 Con Changes resistances: +9% temporal / +9% blight / +14% fire / +7% arcane / +15% cold Changes resistances penetration: +10% darkness Physical save: +13 (+1 eff.) Mental save: +15 (+2 eff.) Disease immunity: +5% It can be used to activate talent Battle Cry, placing all other charms into a 13 cooldown : Effective talent level: 2.0 Power cost: 13 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
dwarven-steel helm 'Fogfiend' (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% Effects on melee hit: * 15% chance to inflict 15% damage reduction * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Wil Changes resistances: +7% blight / +6% temporal / +3% darkness Changes resistances penetration: +15% temporal Mental save: +11 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Blastsun (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +5 Fatigue: +5% Changes stats: +10 Str / +10 Wil / +8 Cun Changes resistances: +6% lightning Changes damage: +6% lightning Physical save: +9 (+1 eff.) Stamina each turn: +0.80 Mindpower: +12 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eilinoth the Festerglean (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Effects on melee hit: * 28 arcane resource burn Damage when hit (Melee): 16 fire Changes stats: +5 Dex / +5 Cun / +10 Con Changes resistances: +3% darkness / +6% cold / +24% mind / +9% nature Changes resistances penetration: +30% nature / +10% fire Mental save: +22 (+2 eff.) Confusion immunity: +47% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Emirin (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +5 Str / +9 Wil / +5 Con Changes resistances: +14% blight / +6% arcane Changes resistances penetration: +10% mind Critical mult.: +5.00% Physical save: +25 (+2 eff.) Spell save: +41 (+4 eff.) Mental save: +15 (+2 eff.) Mana each turn: +0.16 Vim when firing critical spell: +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glubeth the Abysssweep (0 def, 5 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: +5 Fatigue: +5% Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 8 mind / 4 arcane Changes stats: +15 Str / +6 Wil Changes resistances: +15% acid / +13% fire / +7% arcane / +15% cold / +6% mind / +11% lightning Changes resistances penetration: +10% fire Changes damage: +3% blight / +15% fire / +6% arcane Mental save: +15 (+2 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shockstalker (0 def, 5 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: Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 lightning Changes stats: +14 Str / +9 Dex / +4 Con Changes resistances: +3% acid / +15% cold / +6% arcane / +12% fire Changes damage: +6% darkness Spell save: +29 (+3 eff.) Stamina when hit: +2.10 Equilibrium when hit: +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
11 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. |
8 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. |
6 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. |
9 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 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 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. |
9 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. |
18 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 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. |
13 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. |
11 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. |
11 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+1 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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. |
14 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. |
7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
3 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. |
5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
Pearl of Life and DeathInfused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
1079 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. |
66 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
Bethynne the BleaktreasonInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes resistances penetration: +10% darkness / +20% mind Changes damage: +6% darkness Maximum life: +46.00 Maximum psi: +50.00 Mental crit. chance: +4% 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. |
survivor's brass lantern of focusInfused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind Physical save: +6 (+0 eff.) Light radius: +2 Healing mod.: +13% 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. |
Cuthorogrim the dwarven lanternInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +9.0% Physical power: +10 (+1 eff.) Armour: +12 Changes stats: +1 Mag / +9 Wil / +13 Cun Changes damage: +3% physical Critical mult.: +20.00% Blindness immunity: +49% Confusion immunity: +30% Only die when reaching: -40.00 life Light radius: +0 Infravision radius: +12 See stealth: +23 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 5.2 Power cost: 18 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 54 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Getindil the dwarven lanternPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Fatigue: -4% Damage when hit (Melee): 8 blight / 30 fire Changes stats: +4 Con Changes resistances: +10% fire Changes resistances penetration: +13% all Changes damage: +3% blight Spell save: +6 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Only die when reaching: -60.00 life Spell crit. chance: +2% Light radius: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
watchleader's dwarven lantern of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Blindness immunity: +50% Confusion immunity: +27% Maximum life: +75.00 Light radius: +10 See stealth: +17 See invisible: +24 It can be used to activate talent Track, placing all other charms into a 18 cooldown : Effective talent level: 3.9 Power cost: 18 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 48 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (159 power, based on Willpower), costing 5 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
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 36 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
woodsman's dwarven-steel pickaxe (dig speed 30 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +12% nature Changes damage: +7% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dagydrakor the Dazzlebringer (dig speed 7 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Damage when hit (Melee): 8 acid Changes stats: +3 Str / +11 Cun Changes resistances: +6% acid / +9% darkness Changes resistances penetration: +10% acid / +25% physical / +10% light Changes damage: +24% acid / +15% darkness / +12% light Light radius: +2 Infravision radius: +10 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you, costing 32 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Demonic Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 5 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. |
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)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)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command)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 OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 Asphyxiation (2/2)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 12 power out of 25/25. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (4/4)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 91 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. |
voratun torque of kinetic psionic shield 'Serpentflash' [power 165] (9 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 8 nature Changes stats: +3 Str Changes resistances: +12% acid Maximum wards: +3 physical / +5 mind / +5 darkness Changes damage: +9% nature Talents granted: +5 Telekinetic Blast +1 Ward Critical mult.: +15.00% Physical save: +6 (+0 eff.) Spell save: +9 (+1 eff.) Mana when firing critical spell: +4.00 Only die when reaching: -140.00 life It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 165 for 7 turns, putting all charms on cooldown for 9 turns. Torques are made by powerful psionics to store psionic powers. |
yew totem of cure ailments 'Mayedhena' [power 3] (5 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +18% acid / +5% physical / +12% fire / +6% arcane / +9% cold Cut immunity: +25% Pinning immunity: +15% Teleport immunity: +15% It can be used to remove up to 3 poisons or diseases from a target within range 10 (based on Willpower), putting all charms on cooldown for 5 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of thorny skin [power 44] (9 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 9 turns. Natural totems are made by powerful wilders to store nature power. |
volcanic ash wand of clairvoyance [power 10] (3 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Talent cooldown: Volcano (-2 turns) Talent granted: +3 Volcano It can be used to reveal the area around you, dispelling darkness (radius 10, power 94 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of trap destruction 'Poryldawen' [power 125] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Armour: +8 Changes resistances: +6% blight / +6% fire / +18% lightning Talent cooldown: Strike (-1 turn) Talents granted: +5 Void Blast +5 Strike Mental save: +30 (+3 eff.) Silence immunity: +5% Maximum stamina: +10.00 It can be used to disarm traps (125 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 7 turns. When used: 100% chance to regenerate 11 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By no dump the Cornac Doombringer level 40
31st Regrowth 123rd year of Ascendancy at 21:24 see stats
A different point of view (Madness (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By no dump the Cornac Doombringer level 69
47th Dusk 123rd year of Ascendancy at 05:56 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By no dump the Cornac Doombringer level 27
18th Dusk 122nd year of Ascendancy at 00:41 see stats
Anti-Antimagic! (Madness (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By no dump the Cornac Doombringer level 64
66th Pyre 123rd year of Ascendancy at 03:38 see stats
Back and there again (Madness (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By no dump the Cornac Doombringer level 58
39th Pyre 123rd year of Ascendancy at 02:06 see stats
Brave new world (Madness (Roguelike) difficulty)
Went to the Far East and took part in the war.By no dump the Cornac Doombringer level 46
50th Regrowth 123rd year of Ascendancy at 23:45 see stats
Clone War (Madness (Roguelike) difficulty)
Destroyed your own Shade.By no dump the Cornac Doombringer level 89
47th Haze 123rd year of Ascendancy at 05:48 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By no dump the Cornac Doombringer level 44
37th Regrowth 123rd year of Ascendancy at 10:53 see stats
Don't mind the slimy smell (Madness (Roguelike) difficulty)
Have 400 walls on the sludgenest turn into hostile creatures.By no dump the Cornac Doombringer level 66
19th Dusk 123rd year of Ascendancy at 03:20 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By no dump the Cornac Doombringer level 9
77th Pyre 122nd year of Ascendancy at 00:54 see stats
Earth Master (Madness (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By no dump the Cornac Doombringer level 60
47th Pyre 123rd year of Ascendancy at 06:56 see stats
Evil denied (Madness (Roguelike) difficulty)
Won ToME by preventing the Void portal from opening.By no dump the Cornac Doombringer level 89
27th Haze 123rd year of Ascendancy at 19:13 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By no dump the Cornac Doombringer level 32
77th Dusk 122nd year of Ascendancy at 22:57 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By no dump the Cornac Doombringer level 61
47th Pyre 123rd year of Ascendancy at 13:59 see stats
Fear of Fours (Madness (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By no dump the Cornac Doombringer level 76
26th Haze 123rd year of Ascendancy at 17:34 see stats
Hell has no fury like a demon scorned! (Madness (Roguelike) difficulty)
Escaped the Searing Halls.By no dump the Cornac Doombringer level 8
76th Pyre 122nd year of Ascendancy at 15:29 see stats
I'm a cool hero (Madness (Roguelike) difficulty)
Saved Derth without a single inhabitant dying.By no dump the Cornac Doombringer level 66
3rd Dusk 123rd year of Ascendancy at 18:42 see stats
In the company of slimes (Madness (Roguelike) difficulty)
Have 500 walls on the sludgenest turn into hostile creatures.By no dump the Cornac Doombringer level 67
20th Dusk 123rd year of Ascendancy at 13:15 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By no dump the Cornac Doombringer level 10
77th Pyre 122nd year of Ascendancy at 13:41 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By no dump the Cornac Doombringer level 20
11st Dusk 122nd year of Ascendancy at 21:37 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By no dump the Cornac Doombringer level 30
21st Dusk 122nd year of Ascendancy at 12:24 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By no dump the Cornac Doombringer level 40
21st Regrowth 123rd year of Ascendancy at 16:42 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By no dump the Cornac Doombringer level 50
76th Regrowth 123rd year of Ascendancy at 16:29 see stats
Mad slime dash (Madness (Roguelike) difficulty)
Have 300 walls on the sludgenest turn into hostile creatures.By no dump the Cornac Doombringer level 66
17th Dusk 123rd year of Ascendancy at 21:20 see stats
Once bitten, twice shy (Madness (Roguelike) difficulty)
Escaped the Anteroom of Agony.By no dump the Cornac Doombringer level 49
66th Regrowth 123rd year of Ascendancy at 22:32 see stats
Oozemancer (Madness (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By no dump the Cornac Doombringer level 66
2nd Summertide 123rd year of Ascendancy at 13:00 see stats
Orcrist (Madness (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By no dump the Cornac Doombringer level 75
26th Haze 123rd year of Ascendancy at 04:16 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By no dump the Cornac Doombringer level 46
37th Regrowth 123rd year of Ascendancy at 22:50 see stats
Pest Control (Madness (Roguelike) difficulty)
Killed 1000 reproducing vermin.By no dump the Cornac Doombringer level 66
1st Summertide 123rd year of Ascendancy at 08:35 see stats
Portal master (Madness (Roguelike) difficulty)
Fought the two Sorcerers and closed four invocation portals.By no dump the Cornac Doombringer level 83
27th Haze 123rd year of Ascendancy at 19:12 see stats
Race through fire (Madness (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By no dump the Cornac Doombringer level 71
71st Dusk 123rd year of Ascendancy at 06:52 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By no dump the Cornac Doombringer level 32
37th Dusk 122nd year of Ascendancy at 00:23 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By no dump the Cornac Doombringer level 28
21st Dusk 122nd year of Ascendancy at 03:09 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By no dump the Cornac Doombringer level 19
11st Dusk 122nd year of Ascendancy at 15:26 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By no dump the Cornac Doombringer level 45
37th Regrowth 123rd year of Ascendancy at 13:54 see stats
Slime killer party (Madness (Roguelike) difficulty)
Have 200 walls on the sludgenest turn into hostile creatures.By no dump the Cornac Doombringer level 66
2nd Summertide 123rd year of Ascendancy at 00:36 see stats
Slimefest (Madness (Roguelike) difficulty)
Have 100 walls on the sludgenest turn into hostile creatures.By no dump the Cornac Doombringer level 66
10th Mirth 123rd year of Ascendancy at 19:00 see stats
The Rat Lich (Madness (Roguelike) difficulty)
Killed the terrible Rat Lich.By no dump the Cornac Doombringer level 59
46th Pyre 123rd year of Ascendancy at 21:15 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By no dump the Cornac Doombringer level 40
21st Regrowth 123rd year of Ascendancy at 21:33 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By no dump the Cornac Doombringer level 66
7th Flare 123rd year of Ascendancy at 08:21 see stats
There and back again (Madness (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By no dump the Cornac Doombringer level 54
22nd Pyre 123rd year of Ascendancy at 04:06 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By no dump the Cornac Doombringer level 4
74th Pyre 122nd year of Ascendancy at 15:53 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By no dump the Cornac Doombringer level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By no dump the Cornac Doombringer level 26
17th Dusk 122nd year of Ascendancy at 12:36 see stats
Log
Rested for 0 turns (stop reason: hostile spotted to the south (Orcs patrol)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (Orcs patrol)).
There is a Gates of Morning (Town) here (press '' or right click to use).
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Saving done.
Saving done.
Saving game...
She marks the location of Ardhungol on your map.
Accepted quest 'Eight legs of wonder'! (Press 'j' to see the quest log)
There is an exit to the worldmap here (press '' or right click to use).
Saving done.
There is a Gates of Morning (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving done.
Saving done.
Saving game...
There is a A way into the caverns of Ardhungol here (press '' or right click to use).
Saving done.
There is a ladder to worldmap here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
No dump deactivates Chant of Resistance.
No dump deactivates Horrifying Blows.
No dump deactivates Defensive Posture.
No dump deactivates Never Stop Running.
No dump deactivates Abyssal Shield.
No dump deactivates Mental Tyranny.




































































































































































































































