









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: Auto-usable Wards 1.3.0Modifies objects that confer the Ward talent to provide two separate talents: an instant-use, no-cooldown talent Choose Ward and the original talent, renamed Apply Ward, which now activates the ward type selected via Choose Ward. The author is assured that this arrangement will make wards easier to use with the game's auto-use functionality. 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: Start Selector 1.5.5Allows characters created in the AoA campaign to access special starting zones normally restricted by race and/or class. After the character is created and the level-up screen closed, a dialog will offer the option to transfer to one of the following starting zones (and gain associated quests, etc): Sunwall. (Celestial Human/Elf Start) Notes: ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Escort Mastery Buff Addon 1.4.8Items Vault 1.5.0Donators/Buyers bonus! 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
Resist levels 1.5.10Gives bonus resistances (to elements and negative effects) on level ups Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. 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:
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 Hulk! 1.4.8 Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Quick Drown NPCs AOE 1.5.10 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 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 | Male |
Race | Hulk |
Class | Marauder |
Level / Exp | 50 / 172% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 1032 (base 16) |
Dexterity | 1026 (base 16) |
Constitution | 1020 (base 16) |
Magic | 1026 (base 16) |
Willpower | 1023 (base 16) |
Cunning | 1033 (base 16) |
Resources
Life | 880664/880664 |
Stamina | 3514/3514 |
Healing Factor | 2.2731092436975 |
Regeneration | 22951.584033614 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +245% |
Spell | +200% |
Global | +445% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 6 |
See Invisible | 18 |
ESP Range | 10 |
ESP Kinds | dragon, demon/minor, demon/major, animal/canine |
Offense: Mainhand
Damage | 646 |
Accuracy | 238 |
Crit Chance | 621% |
APR | 191 |
Speed | 0.33 |
Offense: Offhand
Damage | 320 |
Accuracy | 238 |
Crit Chance | 621% |
APR | 191 |
Speed | 0.33 |
Offense: Spell
Spellpower | 207 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 95.55 |
Offense: Mind
Mindpower | 216 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +105% |
Blight | +113% |
Arcane | +105% |
Cold | +105% |
All | +7% |
Mind | +105% |
Lightning | +105% |
Light | +126% |
Temporal | +105% |
Physical | +117% |
Darkness | +105% |
Fire | +114% |
Nature | +111% |
Offense: Damage Penetration
Acid | +127% |
Blight | +113% |
Arcane | +113% |
Cold | +127% |
All | +15% |
Mind | +113% |
Lightning | +124% |
Light | +123% |
Temporal | +113% |
Physical | +125% |
Darkness | +113% |
Fire | +126% |
Nature | +113% |
Defense: Base
Armour (hardiness) | 155 (100%) |
Defense | 180 |
Ranged Defense | 180 |
Fatigue | 15 |
Physical Save | 246 |
Spell Save | 246 |
Mental Save | 246 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | +100%(100%) |
Cold | +100%(100%) |
All | +154%(100%) |
Mind | +100%(100%) |
Lightning | +100%(100%) |
Light | +100%(100%) |
Temporal | +100%(100%) |
Physical | +100%(100%) |
Darkness | +100%(100%) |
Fire | +100%(100%) |
Nature | +100%(100%) |
Defense: Immunities
Teleport Resistance | 49% |
Pinning Resistance | 49% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Disarm Resistance | 49% |
Stun Resistance | 100% |
Poison Resistance | 49% |
Knockback Resistance | 49% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 9999 damage for 999 turns. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 57 with a minimum range of 15. |
Class Talents
Cunning / Tactical | 1.70 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | The target is surrounded by a magical shield, absorbing 3000/9999 damage before it crumbles. Damage Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to 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 |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You abandoned injured seer to death. Escort: injured seer (level 1 of Dreadfell) | failed |
You abandoned injured seer to death. Escort: injured seer (level 3 of Old Forest) | failed |
You abandoned injured seer to death. Escort: injured seer (level 4 of Dreadfell) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You abandoned lost anorithil to death. Escort: lost anorithil (level 2 of Daikara) | failed |
You abandoned repented thief to death. Escort: repented thief (level 1 of Daikara) | failed |
You abandoned worried loremaster to death. Escort: worried loremaster (level 3 of Trollmire) | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
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 Possessed. | 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. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3222. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed sandworm tooth. * You've found the needed warg claw. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Effects on melee hit: * 45% chance to blind Changes stats: +4 Cun Changes resistances: +14% blight / +30% darkness / +15% nature Changes resistances penetration: +15% all Changes damage: +21% light / +6% nature Damage affinity(heal): +5% light Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Light radius: +9 Infravision radius: +6 See invisible: +15 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 355.24 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Willpower 24 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Fatigue: +12% Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Grants telepathy: Dragon Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+1 eff.) Traces of a dragon's power still remain in this bleached and cracked skull. |
On hands | ![]() Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Metal gloves protecting the hands up to the middle of the lower arm. |
On fingers | ![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
On fingers | ![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings can have magical properties. |
Around neck | ![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 48 Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 12% chance to disease * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +48 insidious poison / +8 light / +16 blight / +8 arcane When wielded/worn: Changes stats: +6 Str / +3 Wil / +3 Cun Changes resistances penetration: +10% light Grants telepathy: Demon/Minor Demon/Major Disease immunity: +23% See invisible: +3 Sharp, short and deadly. |
Around waist | ![]() 1.00 Encumbrance. Type: armor / belt ; tier 3 A belt that goes around your waist. |
In off hand | ![]() 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 Power: 147% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn * Random elemental explosion * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +4 fire Burst (radius 1) on hit: +20 fire Burst (radius 2) on crit: +4 lightning When wielded/worn: Armour penetration: +12 Changes resistances: +3% mind / +3% lightning Changes resistances penetration: +14% acid / +12% physical / +14% cold / +13% fire / +11% lightning Changes damage: +9% fire / +12% physical Sharp, short and deadly. |
Cloak | ![]() 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
![]() Infused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 126% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 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: 1 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 86. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 247%, your defense is increased by 247 and all your resistances by 247%. 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. |
![]() 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: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 439 damage for 8 turns. 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 |
![]() 0.10 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. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in slowly shifting patterns of ice. Yet they do not harm you. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.34 Wild-gift / Harmony +0.34 Technique / Conditioning Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +1 Str / +2 Dex / +6 Mag / +5 Cun / +5 Con Changes damage: +6% lightning / +8% temporal / +8% light / +15% blight / +14% fire / +8% physical / +8% darkness Critical mult.: +20.00% Physical save: +45 (+3 eff.) Spell save: +25 (+2 eff.) Mental save: +24 (+2 eff.) Spellpower: +20 (+2 eff.) Spell crit. chance: +6% Infravision radius: +3 Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Damage (Melee): 10 light / 14 darkness Effects when hit in melee: * 15% chance to inflict 15% damage reduction * 15% chance to blind Changes resistances: +2% physical Changes damage: +15% blight / +15% fire / +21% light / +15% darkness Talent mastery: +0.40 Cunning / Tactical Critical mult.: +28.00% Maximum life: +40.00 Maximum stamina: +15.00 Spellpower: +13 (+1 eff.) Light radius: +3 Healing mod.: +5% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +7 Physical power: +10 (+1 eff.) Damage when hit (Melee): 8 arcane Changes stats: +8 Wil / +10 Con Changes resistances penetration: +10% physical Changes damage: +10% physical Life regen: +0.60 Only die when reaching: -100.00 life Combat speed: +10% Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+1 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Requires: - Level 35 Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+1 eff.) Mental save: +18 (+1 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 10 power out of 48/48) : Effective talent level: 4.0 Power cost: 10 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 1559.47 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. This item has been sent to the Item's Vault. |
![]() Requires: - Level 35 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Armour: +4 Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +4% all Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Amulets can have magical properties. This item has been sent to the Item's Vault. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +9 Str / +10 Dex / +13 Mag / +10 Wil / +6 Cun Changes resistances penetration: +15% arcane Changes damage: +8% acid / +8% lightning / +8% fire / +6% mind / +7% cold Spell save: +6 (+0 eff.) Mental save: +20 (+1 eff.) Vim when firing critical spell: +2.00 Hate when firing a critical mind attack: +4.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +19 Armour: +8 Damage when hit (Melee): 8 light Changes stats: +16 Wil Changes resistances: +6% lightning / +3% physical Critical mult.: +20.00% Mental save: +15 (+1 eff.) Silence immunity: +30% Confusion immunity: +25% Maximum hate: +6.00 Mindpower: +11 (+1 eff.) Light radius: +4 Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +21 (+3 eff.) Ranged Defense: +12 (+2 eff.) Changes resistances: +9% light / +6% fire Changes resistances cap: +6% all Physical save: +57 (+4 eff.) Spell save: +25 (+2 eff.) Mental save: +25 (+2 eff.) Cut immunity: +90% Disarm immunity: +5% Stun/Freeze immunity: +15% Mindpower: +10 (+0 eff.) Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 970 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 10 arcane resource burn * 15% chance to corrode armour by 30% Changes stats: +20 Dex Changes resistances: +6% acid / +6% temporal / +9% light / +3% blight / +3% cold Changes damage: +6% nature Spell save: +10 (+0 eff.) Cut immunity: +80% Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 731 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +11 Mag Changes resistances: +9% darkness Changes resistances penetration: +20% fire Changes damage: +7% temporal / +8% light / +18% fire / +8% physical / +20% darkness Physical save: +25 (+2 eff.) Spell save: +25 (+2 eff.) Mental save: +25 (+2 eff.) Mana each turn: +0.47 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +191.00 Spellpower: +6 (+0 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 26% chance to disease Changes stats: +5 Cun / +6 Wil Changes resistances: +26% fire / +30% cold Grants telepathy: Demon/Minor Demon/Major Mental save: +15 (+1 eff.) Blindness immunity: +40% Confusion immunity: +25% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +2.00 Maximum psi: +10.00 Mindpower: +14 (+1 eff.) Infravision radius: +5 Sight radius: +2 See invisible: +13 Heals friendly targets nearby when you use a nature summon: +10 Amulets can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +20 Armour: +6 Changes resistances: +7% arcane Changes damage: +14% blight / +15% fire / +9% light Critical mult.: +39.00% Spell save: +40 (+3 eff.) Silence immunity: +15% Pinning immunity: +10% Knockback immunity: +15% Teleport immunity: +50% Spellpower: +14 (+1 eff.) It can be used to teleport you randomly (rad 52), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Changes stats: +2 Dex / +1 Wil / +10 Cun Changes resistances: +9% mind Changes resistances penetration: +10% lightning / +30% mind Changes damage: +3% lightning / +10% physical Physical save: +25 (+2 eff.) Spell save: +25 (+2 eff.) Mental save: +25 (+2 eff.) See invisible: +6 Combat speed: +10% Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 123.39 cold and 130.61 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +14 (+2 eff.) Changes stats: +4 Dex / +5 Mag / +11 Cun Changes resistances: +9% nature Changes damage: +9% nature Psi when hit: +0.12 Maximum hate: +8.00 Maximum psi: +40.00 Light radius: +4 See invisible: +18 Heals friendly targets nearby when you use a nature summon: +50 Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Powered 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 (-3 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. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Str / +2 Mag Changes resistances: +15% blight / +40% fire / +49% nature Changes damage: +17% nature / +20% fire Grants telepathy: Dragon Poison immunity: +29% Disease immunity: +25% Light radius: +1 Infravision radius: +4 Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +14 Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 temporal Changes stats: +7 Str / +8 Mag / +8 Cun / +4 Con Changes resistances: +9% temporal Changes resistances penetration: +5% acid / +25% light Changes damage: +9% lightning / +6% temporal Spell save: +19 (+1 eff.) Maximum stamina: +40.00 Spellpower: +15 (+1 eff.) Light radius: +1 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+1 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 433.32 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s), costing 32 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +11 (+2 eff.) Changes resistances: +6% acid / +40% cold / +12% light / +9% blight Changes damage: +20% cold Physical save: +9 (+0 eff.) Mental save: +15 (+1 eff.) Blindness immunity: +25% Confusion immunity: +49% Teleport immunity: +20% Movement speed: +23% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 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 31% for 5 turns. Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +18 (+2 eff.) Effects on melee hit: * 15% chance to daze at end of turn * 40% chance to blind * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 light Changes stats: +18 Cun / +10 Dex Changes resistances: +9% lightning / +12% temporal Changes damage: +3% light Life regen: +2.00 Maximum life: +99.00 Light radius: +4 Healing mod.: +28% Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +14 (+2 eff.) Ranged Defense: +14 (+2 eff.) Changes stats: +3 Str / +6 Wil / +7 Con Changes resistances: +34% lightning Changes damage: +17% lightning Critical mult.: +9.00% Mental save: +12 (+1 eff.) Stamina each turn: +1.20 Equilibrium when hit: +0.12 Only die when reaching: -60.00 life Maximum life: +40.00 Rings can have magical properties. |
![]() Requires: - Level 35 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Rings can have magical properties. This item has been sent to the Item's Vault. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -2% Damage when hit (Melee): 8 acid Changes stats: +4 Str / +2 Dex / +2 Mag / +6 Con Changes resistances: +12% nature / +15% blight Changes damage: +6% arcane Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 10.00% Spell save: +20 (+1 eff.) Mental save: +13 (+1 eff.) Poison immunity: +30% Disease immunity: +30% Confusion immunity: +50% Maximum stamina: +23.00 Light radius: +4 Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +17 Defense: +15 (+2 eff.) Damage when hit (Melee): 4 lightning Changes stats: +10 Con Changes resistances: +9% nature Changes resistances penetration: +15% lightning Changes damage: +21% lightning Physical save: +20 (+1 eff.) Mental save: +20 (+1 eff.) Life regen: +2.00 Equilibrium when hit: +0.08 Maximum life: +79.00 Maximum psi: +20.00 Mindpower: +10 (+0 eff.) Healing mod.: +30% It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 123% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 lightning Changes stats: +10 Str / +10 Mag / +14 Con Changes resistances: +6% arcane / +3% lightning Changes resistances penetration: +5% nature Changes damage: +9% lightning / +15% nature / +3% arcane Spell save: +40 (+3 eff.) Maximum stamina: +35.00 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+0 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 6 power out of 6/6) : Effective talent level: 4.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 1025.19 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Physical power: +35 (+3 eff.) Armour: +6 Damage when hit (Melee): 8 arcane Changes stats: +10 Str / +2 Dex / +10 Con Changes resistances: +40% lightning / +6% acid Changes damage: +20% lightning / +3% darkness / +8% all Physical save: +12 (+1 eff.) Spell save: +10 (+0 eff.) Spellpower: +22 (+2 eff.) Mindpower: +20 (+1 eff.) Rings can have magical properties. |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour: +4 Effects on melee hit: * 26% chance to disease * 23% chance to blind Damage (Melee): 39 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 50 light Changes stats: +8 Cun / +5 Mag Changes resistances: +20% mind / +1% physical Changes damage: +15% fire / +20% mind / +6% temporal Physical save: +3 (+0 eff.) Spellpower: +13 (+1 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+2 eff.) Damage when hit (Melee): 12 fire Changes stats: +10 Dex / +10 Wil / +8 Cun Changes resistances: +15% blight / +12% fire / +15% nature / +6% arcane Spell save: +18 (+1 eff.) Poison immunity: +25% Disease immunity: +30% Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +4% Mindpower: +15 (+1 eff.) Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +15 (+1 eff.) Changes stats: +10 Str / +3 Wil / +2 Cun / +10 Con Changes resistances: +39% nature Changes damage: +18% nature Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +50% Life regen: +4.40 Maximum life: +30.00 Maximum stamina: +10.00 Rings can have magical properties. |
![]() Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +40% When wielded/worn: Damage (Melee): 21 fire Changes stats: +3 Str / +2 Dex Changes resistances: +11% darkness / +11% temporal Changes damage: +30% arcane Talent granted: +1 Command Staff Critical mult.: +37.00% Mental save: +20 (+1 eff.) Stamina each turn: +0.60 Hate when firing a critical mind attack: +1.00 Spellpower: +38 (+3 eff.) Spell crit. chance: +5% See invisible: +18 Defense after a teleport: +35 Resist all after a teleport: +20% New effects duration reduction after a teleport: +45% Reduces paradox anomalies(equivalent to willpower): +21 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag 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 acid / +8 nature Burst (radius 1) on hit: +12 light When wielded/worn: Effects on melee hit: * 30% chance to blind Damage (Melee): 35 fire Damage when hit (Melee): 8 nature Changes resistances: +3% nature Changes resistances penetration: +10% light / +15% acid Changes damage: +39% lightning / +9% light Talent granted: +1 Command Staff Critical mult.: +36.00% Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +39 (+3 eff.) Spell crit. chance: +5% See invisible: +20 It can be used to conjure elemental energy in a radius 10 cone, dealing 627.06 to 752.47 lightning damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 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. Power: 152% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +9 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 light Burst (radius 1) on hit: +8 fire When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 30% chance to blind Changes resistances: +21% darkness / +2% physical Changes resistances penetration: +5% physical Changes damage: +42% darkness Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +20 (+2 eff.) Spell crit. chance: +5% Healing mod.: +15% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 152% Range: 1.2x Uses stat: 80% Mag 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: Changes resistances: +6% mind / +9% lightning Changes resistances penetration: +15% light Changes damage: +42% physical Talent granted: +1 Command Staff Blindness immunity: +25% Stun/Freeze immunity: +15% Knockback immunity: +15% Spellpower: +40 (+3 eff.) Spell crit. chance: +25% It can be used to unleash an elemental blastwave, dealing 643.41 to 772.09 physical damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 blight Burst (radius 2) on crit: +12 blight When wielded/worn: Damage (Melee): 35 fire Changes resistances penetration: +10% arcane / +20% light Changes damage: +30% arcane / +9% blight Talent granted: +1 Command Staff Critical mult.: +40.00% Mana each turn: +0.40 Spellpower: +42 (+4 eff.) Spell crit. chance: +20% Light radius: +3 See invisible: +17 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Power: 151% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +24 arcane Burst (radius 1) on hit: +8 fire When wielded/worn: Accuracy: +14 (+2 eff.) Physical crit. chance: +22.0% Physical power: +15 (+1 eff.) Damage (Melee): 45 arcane Damage when hit (Melee): 8 fire Changes resistances: +6% fire Changes resistances penetration: +10% mind Changes damage: +9% arcane / +12% fire / +6% mind / +41% physical Talent granted: +1 Command Staff Critical mult.: +14.00% Maximum mana: +120.00 Spellpower: +40 (+3 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+3 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +9.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 17% chance to disease Damage when hit (Melee): 4 temporal Changes stats: +10 Mag / +10 Cun / +10 Con Changes resistances: +3% temporal Changes damage: +6% temporal / +30% physical Talent granted: +1 Command Staff Critical mult.: +30.00% Stamina each turn: +0.40 Vim when firing critical spell: +14.00 Spellpower on spell critical (stacks up to 3 times): +12 Hate when firing a critical mind attack: +3.00 Maximum stamina: +10.00 Maximum vim: +82.00 Maximum neg.energy: +49.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Mindpower: +4 (+0 eff.) Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 152% Range: 1.2x Uses stat: 80% Mag 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: +4 mind / +12 temporal When wielded/worn: Physical crit. chance: +14.0% Defense: +25 (+3 eff.) Damage (Melee): 44 arcane / 10 % chance of confusion Changes resistances: +3% mind Changes resistances penetration: +20% lightning / +5% temporal / +10% mind / +15% arcane Changes damage: +42% darkness / +6% temporal Talent granted: +1 Command Staff Maximum mana: +120.00 Spellpower: +37 (+3 eff.) Spell crit. chance: +5% Damage Shield penetration: +50% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +15.0% Physical power: +4 (+0 eff.) Armour: +2 Defense: +15 (+2 eff.) Effects on melee hit: * 14% chance to blind Changes stats: +3 Cun / +9 Con Changes resistances: +9% light / +6% arcane Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +29.00% Life regen: +1.80 Spellpower: +24 (+2 eff.) Spell crit. chance: +5% Light radius: +5 Infravision radius: +2 Healing mod.: +31% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 460.74 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% arcane Talent granted: +1 Command Staff Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 149% Range: 1.2x Uses stat: 80% Mag 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: * Slows global speed by 40% When wielded/worn: Armour: +11 Defense: +12 (+2 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 arcane / 8 mind Maximum wards: +3 blight Changes resistances penetration: +15% nature Changes damage: +39% blight / +12% nature / +3% mind Talents granted: +5 Apply Ward +1 Command Staff Equilibrium when hit: +0.16 Spellpower: +19 (+1 eff.) Spell crit. chance: +20% Mindpower: +2 (+0 eff.) Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Power: 172% Range: 1.2x Uses stat: 130% Mag 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 (+4 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 200 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." |
![]() Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 180% Range: 1.5x Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
![]() Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 175% Range: 1.5x Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
![]() Requires: - Strength 48 Infused by nature 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. Power: 172% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Slows global speed by 53% * 10 arcane resource burn * 20% chance to torment the target On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +21.0% Changes resistances: +3% darkness / +6% nature / +9% mind / +15% cold / +5% arcane / +13% all Changes resistances penetration: +20% darkness / +21% nature / +21% mind Knockback immunity: +5% Massive two-handed battleaxes. |
![]() Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 35 power out of 35/35) : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 2328.41 fire damage, and flames will be left dealing a further 563.10 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 171% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +30% Damage (Melee): +28 lightning / +12 arcane Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +8 light When wielded/worn: Accuracy: +21 (+2 eff.) Armour penetration: +21 Physical crit. chance: +21.0% Damage when hit (Melee): 12 acid Changes resistances: +9% light / +3% acid Changes resistances penetration: +19% physical Changes damage: +9% arcane Critical mult.: +15.00% Massive two-handed battleaxes. |
![]() Requires: - Strength 48 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Massive two-handed battleaxes. |
![]() Requires: - Strength 48 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 167% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 180% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +23 nature / +28 temporal When wielded/worn: Accuracy: +21 (+2 eff.) Changes stats: +10 Dex / +3 Con Changes resistances: +6% light / +9% mind / +6% arcane / +14% all Changes resistances penetration: +21% nature Changes damage: +3% acid Spell save: +40 (+3 eff.) Blindness immunity: +10% Spellpower on spell critical (stacks up to 3 times): +4 Massive two-handed mauls. |
![]() 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. Power: 181% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 28% On weapon crit: * wounds the target for 7 turns: 46 bleeding, 97% reduced healing When wielded/worn: Physical crit. chance: +21.0% Physical power: +42 (+4 eff.) Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: -4% Effects on melee hit: * Slows global speed by 15% Changes stats: +2 Str / +14 Con Changes resistances: +8% arcane Changes resistances penetration: +10% nature / +21% physical Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Disarm immunity: +51% Massive two-handed mauls. |
![]() 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. Power: 200% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% * Random elemental explosion On weapon crit: * wounds the target for 7 turns: 46 bleeding, 97% reduced healing Damage (Melee): +12 mind Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +8 lightning When wielded/worn: Physical crit. chance: +21.0% Physical power: +21 (+2 eff.) Damage when hit (Melee): 8 lightning Changes stats: +2 Cun Changes resistances penetration: +24% acid / +23% fire / +24% lightning / +24% cold Blindness immunity: +25% Cut immunity: +20% Mental crit. chance: +4% Massive two-handed mauls. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +8 blight / +76 cold Burst (radius 1) on hit: +16 mind When wielded/worn: Armour penetration: +21 Changes resistances: +3% mind Changes resistances penetration: +10% temporal / +21% physical Changes damage: +19% physical Spellpower on spell critical (stacks up to 3 times): +4 Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 176% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to disease * Random elemental explosion Burst (radius 2) on crit: +20 blight / +12 darkness / +4 arcane When wielded/worn: Armour penetration: +20 Physical crit. chance: +21.0% Physical power: +21 (+2 eff.) Changes stats: +10 Con Changes resistances: +6% blight / +9% lightning Changes resistances penetration: +21% acid / +21% physical / +24% lightning / +24% cold / +5% arcane / +19% fire Changes damage: +3% lightning Critical mult.: +24.00% Disarm immunity: +43% Massive two-handed swords. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 182% Range: 1.6x Uses stats: 10% Mag, 130% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 186% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +42 cold Burst (radius 2) on crit: +8 blight When wielded/worn: Physical crit. chance: +20.0% Fatigue: -6% Changes stats: +6 Dex Reduces incoming crit damage: 5.00% Light radius: +3 Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 181% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to corrode armour by 30% Damage (Melee): +28 temporal / +8 light When wielded/worn: Armour penetration: +23 Physical crit. chance: +20.0% Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Damage when hit (Melee): 23 temporal Changes stats: +2 Dex / +2 Con Changes resistances: +3% physical / +27% temporal Changes resistances penetration: +21% acid Changes damage: +6% blight Critical mult.: +28.00% Life regen: +4.00 Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stat: 120% Str Damage type: Acid Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 46 bleeding, 97% reduced healing Damage (Melee): +28 light / +16 nature Damage against: +40% Undead When wielded/worn: Accuracy: +19 (+2 eff.) Physical crit. chance: +16.0% Physical power: +21 (+2 eff.) Effects on melee hit: * Slows global speed by 30% * 40% chance to corrode armour by 30% Changes stats: +9 Str Changes resistances: +12% nature Changes resistances penetration: +10% arcane Changes damage: +6% acid / +21% physical / +12% nature Stamina when hit: +4.00 Massive two-handed swords. |
![]() Requires: - Strength 24 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Power: 131% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Power: 191% Range: 1.4x Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+1 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 60 power out of 150/150) : Effective talent level: 3.0 Power cost: 60 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 1201.23. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stats: 10% Wil, 100% Str Damage type: Physical 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 (+0 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. |
![]() Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+2 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 46 bleeding, 97% reduced healing Damage (Melee): +20 nature / +20 temporal Burst (radius 1) on hit: +8 blight When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+1 eff.) Damage when hit (Melee): 16 blight Changes stats: +1 Dex / +3 Mag / +3 Con Changes resistances: +6% blight / +10% all Changes resistances penetration: +14% nature Changes damage: +6% blight Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 155% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 53% On weapon crit: * wounds the target for 7 turns: 46 bleeding, 97% reduced healing Damage (Melee): +20 temporal / +16 nature When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +12 Physical crit. chance: +15.0% Physical power: +13 (+1 eff.) Changes resistances: +3% temporal / +6% nature / +3% light Changes resistances penetration: +10% nature / +15% physical Reduces incoming crit damage: 10.00% Poison immunity: +5% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Acid Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn * Random elemental explosion On weapon crit: * splashes the target with acid Damage (Melee): +20 acid / +12 lightning Burst (radius 1) on hit: +8 darkness Burst (radius 2) on crit: +8 acid / +8 lightning When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +15 (+2 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +9% acid Changes resistances penetration: +31% acid / +17% fire / +16% lightning / +13% cold Disarm immunity: +42% Sharp, long, and deadly. |
![]() Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 160% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * 50 arcane resource burn When wielded/worn: Changes resistances: +15% blight / -15% physical / +15% all Talents cooldown: Mana Clash (-2 turns) Aura of Silence (-2 turns) A thin voratun blade with an ivory handle wrapped in purple cloth. The weapon is nearly as legendary as its former owner, Marcus Dunn, and was thought to have been destroyed after Marcus was slain near the end of the Spellhunt. It seems somebody well versed in antimagic could use it to its fullest potential. |
![]() Requires: - Strength 48 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, long, and deadly. |
![]() Requires: - Strength 48 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 173% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning When wielded/worn: Accuracy: +9 (+1 eff.) Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +4 Str Changes resistances: +6% lightning Changes resistances penetration: +25% arcane Changes damage: +9% lightning / +10% physical / +3% arcane Stamina when hit: +0.80 Blunt and deadly. |
![]() Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 32% chance to cause random gloom * 25% chance to remove a magical effect Damage (Melee): +23 mind / +20 nature When wielded/worn: Effects on melee hit: * 45% chance to daze at end of turn * Slows global speed by 30% * 51% chance to inflict 15% damage reduction Damage when hit (Melee): 16 acid Changes stats: +7 Cun / +6 Wil Changes resistances: +26% acid / +3% darkness / +16% fire / +16% cold / +9% nature / +17% lightning Changes resistances penetration: +10% darkness / +10% acid Changes damage: +9% darkness Spell save: +15 (+1 eff.) Blunt and deadly. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 174% Range: 1.4x Uses stat: 100% Str Damage type: Physical 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 When wielded/worn: Physical power: +14 (+1 eff.) Effects on melee hit: * Slows global speed by 15% * 40% chance to blind Damage when hit (Melee): 20 nature Changes stats: +7 Con Changes resistances: +6% acid / +3% nature / +6% light Changes resistances penetration: +15% physical / +15% mind / +15% darkness Changes damage: +9% light Disarm immunity: +35% Light radius: +3 Blunt and deadly. |
![]() Requires: - Strength 35 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 136% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% One-handed war axes. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning / +29 cold When wielded/worn: Armour penetration: +15 Physical crit. chance: +15.0% Changes resistances: +6% darkness Changes damage: +12% physical Critical mult.: +20.00% Blindness immunity: +35% Stun/Freeze immunity: +10% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +60 insidious poison When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +29 Physical crit. chance: +14.0% Damage when hit (Melee): 12 mind Changes resistances penetration: +10% nature / +15% physical Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Critical mult.: +19.00% Mindpower: +6 (+0 eff.) One-handed war axes. |
![]() Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Power: 170% Range: 1.4x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 165% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 53% chance to gain 10% of a turn (3/turn limit) On weapon crit: * wounds the target for 7 turns: 46 bleeding, 97% reduced healing Damage (Melee): +4 lightning Burst (radius 1) on hit: +20 fire When wielded/worn: Armour penetration: +5 Physical crit. chance: +18.0% Physical power: +13 (+1 eff.) Changes resistances: +6% temporal Changes damage: +9% temporal Physical save: +20 (+1 eff.) One-handed war axes. |
![]() Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 166% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 1) on hit: +16 acid Burst (radius 2) on crit: +19 fire When wielded/worn: Physical crit. chance: +14.0% Damage when hit (Melee): 8 acid Changes stats: +2 Cun Changes resistances penetration: +10% blight / +15% fire Equilibrium when hit: +0.12 Mindpower: +14 (+1 eff.) Mental crit. chance: +3% Global speed: +5% One-handed war axes. |
![]() Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 151% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 13% * leeches stamina from the target On weapon crit: * wounds the target for 7 turns: 46 bleeding, 97% reduced healing When wielded/worn: Physical crit. chance: +9.0% Physical power: +27 (+2 eff.) Armour: +2 Damage when hit (Melee): 15 nature slow Changes stats: +10 Con Changes resistances: +3% blight / +6% nature / +9% mind Changes resistances penetration: +13% physical Physical save: +10 (+1 eff.) Disarm immunity: +25% Maximum life: +30.00 One-handed war axes. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 153% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage (Melee): +21 lightning Burst (radius 1) on hit: +8 physical / +12 fire Burst (radius 2) on crit: +4 mind / +12 lightning When wielded/worn: Physical power: +6 (+0 eff.) Physical save: +20 (+1 eff.) Only die when reaching: -20.00 life One-handed war axes. |
![]() 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 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to blind * 25% chance to remove a magical effect * 20% chance to torment the target Damage (Melee): +20 nature Burst (radius 2) on crit: +4 light When wielded/worn: Accuracy: +14 (+2 eff.) Defense: +15 (+2 eff.) Effects on melee hit: * 26 arcane resource burn * Slows global speed by 30% Damage when hit (Melee): 12 light / 8 acid Changes resistances: +9% temporal Changes resistances penetration: +10% light / +15% mind / +15% darkness Disarm immunity: +41% One-handed war axes. |
![]() Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Power: 129% Range: 1.3x Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+1 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+0 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Power: 137% Range: 1.3x Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 129% Range: 1.3x Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+2 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+1 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 149% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Blight Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 light Burst (radius 2) on crit: +12 acid Damage against: +22% Undead When wielded/worn: Effects on melee hit: * 51% chance to inflict 15% damage reduction Damage when hit (Melee): 32 lightning Changes resistances: +15% acid / +6% darkness / +24% lightning Changes resistances penetration: +10% blight Changes damage: +24% acid / +21% darkness / +15% lightning Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Slows global speed by 60% Damage (Melee): +48 insidious poison / +16 fire Burst (radius 1) on hit: +16 fire When wielded/worn: Changes stats: +4 Wil Changes resistances: +12% blight / +8% arcane / +18% nature Changes damage: +21% mind / +12% fire Mental save: +40 (+3 eff.) Psi when hit: +0.44 Sharp, short and deadly. |
![]() Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 35% Dex, 30% Cun, 35% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 25 power out of 40/40) : Effective talent level: 3.0 Power cost: 25 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 254.99 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 157% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% On weapon crit: * wounds the target for 7 turns: 46 bleeding, 97% reduced healing When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +11 Physical crit. chance: +23.0% Physical power: +12 (+1 eff.) Changes stats: +1 Dex Critical mult.: +24.00% Maximum stamina: +10.00 Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 147% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Slows global speed by 49% Damage (Melee): +16 darkness Burst (radius 2) on crit: +16 fire Damage against: +15% Living When wielded/worn: Armour penetration: +12 Changes stats: +2 Wil Changes resistances: +6% arcane / +12% acid Changes resistances penetration: +12% physical / +20% mind / +11% fire Changes damage: +12% physical Physical save: +10 (+1 eff.) Disease immunity: +5% Global speed: +2% Sharp, short and deadly. |
![]() Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 111% Range: 1.1x Uses stats: 45% Wil, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 (+2 eff.) Maximum psi: +20.00 Mindpower: +14 (+1 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (922 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Power: 115% Range: 1.1x Uses stats: 50% Wil, 20% Cun Damage type: Nature slow Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+1 eff.) Mindpower: +12 (+1 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 1664.22 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
![]() Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 109% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+1 eff.) Psi each turn: +1.00 Mindpower: +16 (+1 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
![]() Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 108% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mindpower: +8 (+0 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Strength 24 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Power: 123% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +46 Attacks use: 1.0 Steam When wielded/worn: Armour: +13 Defense: +6 (+1 eff.) Fatigue: +8% Changes stats: +6 Con Talent granted: +2 Block Physical save: +11 (+1 eff.) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stat: 100% Dex Damage type: Fire repulsion Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +0 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes damage: +20% blight / +20% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +15 (+1 eff.) See invisible: +2 When carried: Changes damage: +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 On weapon hit: * 23% chance to corrode armour by 30% Travel speed: +200% Burst (radius 1) on hit: +2 physical When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +3.0% Physical power: +6 (+0 eff.) Changes stats: +2 Con Changes resistances penetration: +23% acid / +32% physical Changes damage: +33% physical Mental save: +6 (+0 eff.) Life regen: +4.00 Stamina each turn: +0.60 Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to cause random gloom * 30% chance to daze at end of turn * 40% chance to blind On weapon crit: * silences the target Damage (Ranged): +30 cold / +38 nature Burst (radius 1) on hit: +2 light When wielded/worn: Armour: +23 Changes stats: +6 Str / +2 Dex / +6 Mag / +6 Wil / +5 Cun / +6 Con Changes resistances: +3% light / +15% fire Changes resistances penetration: +21% lightning / +21% cold / +23% nature Changes damage: +12% light Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +30 cold When wielded/worn: Accuracy: +23 (+2 eff.) Physical crit. chance: +18.0% Armour: +23 Changes stats: +2 Mag Changes resistances penetration: +18% cold / +5% fire / +33% physical Changes damage: +6% blight / +32% physical Spell save: +9 (+0 eff.) Spellpower: +12 (+1 eff.) Spell crit. chance: +3% Damage Shield penetration: +10% New effects duration reduction after a teleport: +20% Longbows are used to shoot arrows at your foes. |
![]() Requires: - 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. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +30 acid Burst (radius 1) on hit: +6 light / +2 nature / +2 mind When wielded/worn: Accuracy: +23 (+2 eff.) Physical crit. chance: +21.0% Changes stats: +5 Wil Changes resistances penetration: +38% physical Changes damage: +32% acid / +12% fire Mental save: +6 (+0 eff.) Psi when hit: +0.04 Maximum psi: +10.00 Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +10 Damage Shield penetration: +90% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 23 On weapon hit: * Slows global speed by 30% * 38 arcane resource burn * 20% chance to torment the target * leeches stamina from the target Damage (Ranged): +30 darkness / +8 fire / +39 mind Burst (radius 1) on hit: +4 acid / +4 fire / +4 mind Burst (radius 2) on crit: +8 mind / +12 acid Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 184% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +36 Crit. chance: +15.0% Capacity: 52 On weapon hit: * 20% chance to cause random gloom * 40% chance to daze at end of turn * 53% chance to disease Travel speed: +200% Damage (Ranged): +30 light / +4 arcane Burst (radius 1) on hit: +12 blight Burst (radius 2) on crit: +4 lightning / +8 blight Damage against: +42% Undead When wielded/worn: Ammo reloads per turn: +8 Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 166% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 19 On weapon hit: * 41% chance to cause random gloom * 20% chance to disease * 10% chance to crush the target * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 46 bleeding, 97% reduced healing Damage (Ranged): +8 blight / +30 darkness / +37 mind / +21 gravity / +4 arcane / +29 bleed Burst (radius 1) on hit: +16 mind Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 167% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 53% chance to daze at end of turn * 27% chance to disease * Slows global speed by 20% * 25% chance for lightning to arc to a second target * Random elemental explosion Damage (Ranged): +24 lightning / +4 nature / +30 blight / +8 mind Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +8 nature Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Blight Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +26.0% Capacity: 21 On weapon hit: * 20% chance to disease * 40% chance to cause random gloom * Random elemental explosion * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Ranged): +29 lightning / +4 blight / +8 fire / +12 arcane Burst (radius 1) on hit: +12 blight / +4 fire / +8 arcane Burst (radius 2) on crit: +4 arcane Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Power: 139% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Ice Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
![]() Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 168% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 On weapon hit: * 53 arcane resource burn * Slows global speed by 40% Damage (Ranged): +24 lightning / +20 temporal / +33 cold / +17 nature / +33 fire Burst (radius 2) on crit: +16 lightning / +15 cold / +15 fire Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 172% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +20.0% Capacity: 23 On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Travel speed: +100% Damage (Ranged): +19 cold / +4 arcane / +28 physical Burst (radius 2) on crit: +4 acid When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 191% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +27.0% Capacity: 23 Travel speed: +400% Damage (Ranged): +57 insidious poison / +20 blight When wielded/worn: Ammo reloads per turn: +5 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 199% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Crit. chance: +29.0% Capacity: 21 On weapon hit: * disrupts spell-casting Travel speed: +400% Damage (Ranged): +12 physical Burst (radius 1) on hit: +12 nature / +4 physical Burst (radius 2) on crit: +8 nature Damage against: +30% Unnatural Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 167% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 23 On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 46 bleeding, 97% reduced healing Damage (Ranged): +24 acid / +20 bleed / +8 mind / +12 blight Burst (radius 1) on hit: +16 acid Shots are used with slings to pummel your foes to death. |
![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +12 Defense: +18 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +35% blight / +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent granted: +5 Block Spell save: +24 (+2 eff.) Disease immunity: +60% It can be used to purge up to 7 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns, costing 24 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() 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: +28 Armour Hardiness: +10% Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +8% Changes stats: +8 Con Changes resistances: +3% temporal / +20% physical Changes damage: +3% fire Grants telepathy: Humanoid/Orc Talent granted: +5 Block Physical save: +15 (+1 eff.) Maximum life: +100.00 See invisible: +3 Handheld deflection devices. |
![]() 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: Accuracy: +6 (+1 eff.) Armour penetration: +4 Armour: +15 Defense: +36 (+4 eff.) Ranged Defense: +21 (+3 eff.) Fatigue: +14% Changes stats: +7 Con Changes resistances: +13% acid / +13% fire / +13% lightning / +12% cold Changes damage: +9% physical / +3% fire Talent granted: +5 Block Physical save: +11 (+1 eff.) Only die when reaching: -40.00 life Deflect projectiles away: +19% Handheld deflection devices. |
![]() Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+2 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+1 eff.) Life regen: +0.20 Mindpower: +12 (+1 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. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Fatigue: -12% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes stats: +9 Str / +8 Mag / +12 Wil Changes resistances: +21% lightning / +30% fire / +14% cold Changes damage: +16% lightning / +12% physical / +20% fire / +16% cold / +20% all Spellpower: +20 (+2 eff.) Light radius: +1 See invisible: +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +2 Cun Changes resistances: +21% lightning / +20% darkness / +19% blight / +3% fire / +28% nature / +23% mind Changes resistances penetration: +5% mind Changes damage: +19% nature Physical save: +20 (+1 eff.) Spell save: +30 (+2 eff.) Mental save: +40 (+3 eff.) Life regen: +6.00 Psi when hit: +0.08 Maximum life: +93.00 Maximum psi: +30.00 Healing mod.: +23% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +16 Str / +16 Mag / +19 Wil / +9 Con Changes resistances: +22% lightning / +28% cold / +9% mind / +3% acid Changes damage: +39% lightning / +29% physical / +40% cold / +20% nature / +6% mind Critical mult.: +5.00% Poison immunity: +46% Disease immunity: +50% Equilibrium when hit: +0.08 Maximum psi: +10.00 Mindpower: +2 (+0 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes stats: +3 Mag / +1 Wil / +17 Cun Changes resistances: +19% blight / +6% nature / +12% mind Changes damage: +19% blight / +35% light / +40% darkness Spellpower: +19 (+1 eff.) Spell crit. chance: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 4 acid Changes stats: +2 Str / +5 Cun / +12 Con Changes resistances: +12% lightning / +12% darkness / +12% blight / +38% fire / +12% cold / +12% light Changes resistances penetration: +15% mind Changes damage: +19% nature / +18% fire Physical save: +16 (+1 eff.) Spell save: +35 (+2 eff.) Mental save: +20 (+1 eff.) Poison immunity: +48% Disease immunity: +45% Maximum psi: +10.00 See invisible: +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 16 mind Changes resistances: +12% lightning / +12% darkness / +12% cold / +12% blight / +12% fire / +12% mind / +40% light Changes resistances penetration: +5% arcane Changes damage: +12% darkness / +19% light / +18% arcane / +19% all Physical save: +17 (+1 eff.) Spell save: +40 (+3 eff.) Mental save: +20 (+1 eff.) Spellpower: +17 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 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: * Slows global speed by 30% * 10 arcane resource burn Changes stats: +8 Mag / +7 Wil Changes resistances: +6% lightning / +9% temporal / +3% light / +28% cold / +6% arcane / +3% nature Changes resistances penetration: +18% darkness / +18% physical Changes damage: +19% cold / +20% darkness / +20% physical Mana each turn: +0.40 Psi each turn: +0.31 Maximum hate: +15.00 Mindpower: +10 (+0 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +8 Defense: +5 (+1 eff.) Changes stats: +8 Str / +4 Dex / +15 Mag / +16 Wil Changes resistances: +14% lightning / +15% cold / +6% arcane / +13% blight Changes damage: +14% lightning / +24% physical / +6% arcane / +20% cold Physical save: +6 (+0 eff.) Life regen: +5.30 Mana each turn: +0.31 Psi each turn: +0.36 Maximum life: +120.00 Healing mod.: +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 50% chance to inflict 15% damage reduction Damage when hit (Melee): 8 mind Changes stats: +3 Cun / +1 Wil Changes resistances: +24% nature / +25% light Changes resistances penetration: +18% darkness / +19% physical Changes damage: +17% light / +17% physical / +16% nature / +20% darkness Mental save: +19 (+1 eff.) Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +1.00 Maximum hate: +23.00 Mindpower: +10 (+0 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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: +4.0% Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 23 acid / 22 fire Damage when hit (Melee): 16 acid / 16 fire / 19 physical Changes stats: +10 Str Changes resistances: +38% acid / +22% fire / +20% darkness / +15% physical Changes resistances penetration: +20% physical Changes damage: +6% physical Stamina each turn: +0.60 Only die when reaching: -40.00 life Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 120 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Physical power: +18 (+1 eff.) Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +6% acid / +6% light / +24% cold / +12% nature / +3% fire Changes resistances penetration: +33% darkness Critical mult.: +32.00% Spell save: +6 (+0 eff.) A suit of armour made of leather. |
![]() 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: +8 Defense: +11 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Changes stats: +2 Wil Changes resistances: +20% acid / +16% physical / +20% lightning / +6% arcane / +17% fire / +15% mind / +48% cold Reduces incoming crit damage: 10.00% Physical save: +30 (+2 eff.) Mental save: +25 (+2 eff.) Teleport immunity: +15% Maximum hate: +2.00 Mindpower: +14 (+1 eff.) A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +14 (+2 eff.) Fatigue: -2% Changes stats: +8 Str / +12 Dex / +1 Con Changes resistances: +40% blight / +40% nature / +9% mind Physical save: +18 (+1 eff.) Stamina each turn: +0.60 A suit of armour made of leather. |
![]() Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +4% Changes stats: +10 Str / +2 Dex Changes resistances: +3% lightning / +25% physical / +20% darkness / +30% fire / +9% nature Grants telepathy: Demon/Minor Demon/Major Physical save: +25 (+2 eff.) Cut immunity: +15% Disarm immunity: +15% Light radius: +4 Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.6 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 120 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% A suit of armour made of mail. |
![]() 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: Physical crit. chance: +1.0% Armour: +23 Defense: +5 (+1 eff.) Fatigue: +7% Effects on melee hit: * 20 arcane resource burn Changes resistances: +15% acid / +15% cold / +6% nature / +4% physical Allows you to breathe in: water Critical mult.: +6.00% Physical save: +15 (+1 eff.) Only die when reaching: -40.00 life Maximum life: +57.00 Maximum stamina: +15.00 Healing mod.: +5% A suit of armour made of mail. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+1 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% fire / +20% cold / +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. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Armour: +20 Defense: +5 (+1 eff.) Fatigue: +9% Effects on melee hit: * 40% chance to daze at end of turn Changes stats: +7 Str / +7 Con Changes resistances: +30% acid / +1% physical Changes resistances penetration: +5% blight Physical save: +15 (+1 eff.) Stamina each turn: +0.40 Maximum life: +107.00 A suit of armour made of mail. |
![]() 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: Armour: +40 Defense: +5 (+1 eff.) Fatigue: +7% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +9% acid / +36% temporal Changes damage: +15% acid / +21% mind Physical save: +15 (+1 eff.) A suit of armour made of mail. |
![]() Requires: - Strength 35 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% A suit of armour made of metal plates. |
![]() Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+1 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 1347.57 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 25 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +35 Defense: +25 (+3 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+1 eff.) Spell save: +25 (+2 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 15 power out of 15/15) : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
![]() Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +5 Wil / +6 Con Changes resistances penetration: +15% darkness / +20% mind Reduced damage from: +33% Summoned Critical mult.: +21.00% A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+2 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 30 power out of 30/30) : Effective talent level: 5.2 Power cost: 30 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 48% chance to evade melee and ranged attacks and 325 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +10% acid / +31% fire / +3% mind / +10% cold / +5% arcane / +10% lightning Changes resistances penetration: +5% fire Changes damage: +24% mind / +6% fire Reduced damage from: +43% Summoned Mental save: +12 (+1 eff.) Mindpower: +10 (+0 eff.) A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Mag Changes resistances: +15% darkness / +1% physical / +12% mind / +15% light Changes resistances penetration: +20% arcane / +10% light Changes damage: +9% light Reduced damage from: +45% Summoned Mental save: +6 (+0 eff.) Cut immunity: +10% Confusion immunity: +5% Pinning immunity: +15% Mana each turn: +0.39 Maximum mana: +60.00 A belt that goes around your waist. |
![]() Powered by arcane forces Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 40% chance to inflict 15% damage reduction Damage when hit (Melee): 8 arcane Changes stats: +6 Wil Changes resistances: +6% arcane Changes resistances penetration: +5% arcane Changes damage: +12% fire / +3% darkness / +15% arcane Maximum encumbrance: +54 Mental save: +15 (+1 eff.) Maximum life: +180.00 A belt that goes around your waist. |
![]() Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 4 fire Changes stats: +6 Str / +5 Wil / +6 Con Changes resistances: +18% acid / +3% temporal / +10% cold / +6% blight / +10% fire / +6% arcane / +10% lightning Physical save: +30 (+2 eff.) Mindpower: +12 (+1 eff.) Infravision radius: +3 Size category: +1 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Defense: +17 (+2 eff.) Changes stats: +6 Cun / +9 Dex Changes resistances: +10% acid / +6% blight / +19% fire / +10% cold / +10% lightning Changes resistances penetration: +10% mind Changes damage: +9% mind Stealth bonus: +14 Mental crit. chance: +15% See invisible: +9 Heals friendly targets nearby when you use a nature summon: +40 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+1 eff.) Armour: +8 Damage when hit (Melee): 20 physical Changes stats: +10 Str / +9 Con Changes resistances: +6% physical Changes resistances penetration: +30% fire Changes damage: +12% mind / +15% fire Physical save: +15 (+1 eff.) Life regen: +1.00 Only die when reaching: -80.00 life Maximum stamina: +15.00 Size category: +1 A belt that goes around your waist. |
![]() Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +11 (+1 eff.) Changes resistances: +14% acid / +14% blight Spell save: +15 (+1 eff.) Size category: +1 A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Armour: +8 Effects on melee hit: * 26% chance to disease Changes stats: +6 Cun / +6 Dex Changes resistances: +13% fire / +6% darkness / +10% cold Changes resistances penetration: +5% blight Spell save: +3 (+0 eff.) Mental save: +25 (+2 eff.) Blindness immunity: +10% Confusion immunity: +5% Spellpower: +12 (+1 eff.) Mental crit. chance: +15% A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Defense: +20 (+2 eff.) Effects on melee hit: * 50% chance to daze at end of turn Changes resistances: +12% lightning Changes damage: +18% lightning Grants telepathy: Humanoid/Orc Stealth bonus: +14 Mental save: +50 (+4 eff.) Equilibrium when hit: +0.16 Maximum hate: +8.00 Mindpower: +6 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +50 A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +6 Mag Spell save: +15 (+1 eff.) Mana each turn: +0.40 Maximum mana: +60.00 Size category: +1 A belt that goes around your waist. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) Mindpower: +6 (+0 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 10 power out of 25/25) : Effective talent level: 3.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 201 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 40% chance to daze at end of turn Changes stats: +3 Mag / +4 Wil Changes resistances: +48% darkness / +27% lightning Changes resistances penetration: +51% darkness / +5% temporal Changes damage: +56% darkness / +6% lightning Stealth bonus: +50 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 temporal Changes stats: +11 Mag / +16 Wil Changes resistances: +6% arcane / +6% lightning Changes resistances penetration: +20% arcane Changes damage: +15% arcane Spell save: +12 (+1 eff.) Mental save: +14 (+1 eff.) Maximum mana: +80.00 Spell crit. chance: +7% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Mag / +12 Wil / +6 Cun Changes resistances: +6% fire Spell save: +15 (+1 eff.) Mental save: +24 (+2 eff.) Blindness immunity: +20% Silence immunity: +25% Confusion immunity: +15% Spell crit. chance: +8% Mental crit. chance: +7% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 6463.65 cold damage and condensing the air into freezing vapors that deal 2154.55 cold damage (based on Magic) each turn for 10 turns, costing 30 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +14 Defense: +18 (+2 eff.) Changes stats: +12 Mag / +12 Wil Changes resistances: +6% acid / +5% arcane Changes damage: +6% light Critical mult.: +10.00% Physical save: +25 (+2 eff.) Spell save: +55 (+4 eff.) Mental save: +25 (+2 eff.) Stun/Freeze immunity: +15% Mana when firing critical spell: +2.00 Maximum mana: +157.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+3 eff.) Armour: +2 Defense: +3 (+1 eff.) Fatigue: -10% Changes resistances: +6% darkness Changes resistances penetration: +15% nature Physical save: +30 (+2 eff.) Spell save: +40 (+3 eff.) Disease immunity: +5% Silence immunity: +25% Stun/Freeze immunity: +25% Maximum life: +228.00 Maximum stamina: +40.00 Mindpower: +4 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +34 (+3 eff.) Defense: +13 (+2 eff.) Fatigue: -10% Changes stats: +4 Str / +2 Dex / +3 Cun Changes resistances: +25% fire / +25% darkness / +25% light Changes resistances penetration: +38% darkness / +30% mind Changes damage: +25% darkness / +6% mind Reduces incoming crit damage: 5.00% Stealth bonus: +38 Maximum life: +110.00 Maximum stamina: +28.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +50 (+4 eff.) Armour penetration: +15 Defense: +3 (+1 eff.) Fatigue: -10% Effects on melee hit: * 30% chance to daze at end of turn * 45% chance to inflict 15% damage reduction Changes stats: +6 Mag / +9 Wil Changes resistances: +3% lightning Changes damage: +6% darkness / +6% lightning Critical mult.: +34.00% Stealth bonus: +15 Spell save: +15 (+1 eff.) Psi when hit: +0.16 Hate when firing a critical mind attack: +4.00 Maximum life: +105.00 Maximum mana: +73.00 Maximum stamina: +34.00 Maximum psi: +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +6 Mag / +6 Wil / +10 Lck Changes resistances: +20% temporal Changes resistances cap: +10% temporal Changes damage: +10% temporal Talent masteries: +0.10 Chronomancy / Timeline Threading +0.10 Chronomancy / Chronomancy +0.10 Spell / Divination Physical save: +20 (+1 eff.) Spell save: +20 (+1 eff.) Mental save: +20 (+1 eff.) Confusion immunity: +40% Spellpower: +8 (+0 eff.) It can be used to activate talent See the Threads (costing 50 power out of 50/50) : Effective talent level: 1.0 Power cost: 50 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 20 blight Changes stats: +4 Wil Changes resistances: +20% acid / +9% darkness / +9% blight / +20% fire / +20% cold / +16% lightning Changes resistances penetration: +20% acid / +10% blight Changes damage: +6% blight Mental save: +15 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal 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 (+0 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+1 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 61 (based on Magic), costing 22 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
![]() Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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 443 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. |
![]() 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: +5 Fatigue: +4% Damage when hit (Melee): 16 acid / 16 fire Changes stats: +6 Cun / +6 Con Changes resistances: +6% arcane Changes resistances penetration: +15% acid / +5% blight Changes damage: +9% acid / +24% fire / +3% arcane Physical save: +31 (+2 eff.) Spell save: +14 (+1 eff.) Mental save: +40 (+3 eff.) Stamina each turn: +1.30 Maximum stamina: +31.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +9 Fatigue: +4% Damage when hit (Melee): 12 arcane Changes stats: +6 Mag / +6 Cun / +6 Con Changes resistances: +15% darkness / +3% fire Changes damage: +9% nature Physical save: +25 (+2 eff.) Spell save: +8 (+0 eff.) Mental save: +23 (+2 eff.) Poison immunity: +30% Life regen: +5.50 Lowers spell cool-downs by: 10% Healing mod.: +30% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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: +5 Fatigue: -2% Damage when hit (Melee): 8 temporal Changes stats: +2 Dex Changes resistances: +13% lightning / +25% temporal / +14% fire / +15% cold Changes damage: +12% acid / +3% temporal Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 20.00% Stamina each turn: +0.90 Maximum life: +49.00 Light radius: +2 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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: Physical crit. chance: +5.0% Armour: +13 Fatigue: +4% Changes stats: +7 Dex / +9 Cun / +8 Con Changes resistances: +2% physical Changes damage: +9% darkness Physical save: +37 (+3 eff.) Spell save: +15 (+1 eff.) Mental save: +39 (+3 eff.) Only die when reaching: -100.00 life It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.9 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 142% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Mag Changes resistances: +60% temporal / +58% darkness / +15% fire / +18% nature / +15% cold Changes resistances penetration: +10% blight / +34% temporal / +37% darkness / +5% arcane Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Defense after a teleport: +58 Resist all after a teleport: +39% New effects duration reduction after a teleport: +54% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 8 arcane Changes stats: +4 Dex / +2 Wil / +16 Cun / +10 Con Changes resistances: +12% fire Changes damage: +6% lightning / +9% fire Physical save: +48 (+3 eff.) Mental save: +46 (+3 eff.) Mana when firing critical spell: +2.00 Maximum mana: +20.00 Maximum vim: +40.00 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 Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.6 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 123% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 30% chance to disease Changes stats: +12 Mag / +1 Wil / +12 Cun Changes resistances: +12% nature / +17% light / +20% darkness Changes damage: +6% blight Life regen: +3.30 Stamina each turn: +1.70 Mana each turn: +0.08 Maximum mana: +80.00 Maximum stamina: +40.00 Infravision radius: +4 Damage Shield penetration: +30% It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 393.81 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +2 Damage (Melee): 5 lightning / 7 fire Damage when hit (Melee): 8 darkness Changes stats: +3 Dex Changes resistances: +7% lightning / +7% fire Changes damage: +6% lightning / +5% fire / +9% darkness Damage Shield penetration: +20% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Changes stats: +6 Str / +6 Mag Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +12% physical Talent masteries: +0.20 Spell / Stone +0.10 Wild-gift / Sand drake aspect +0.10 Spell / Earth Spellpower: +10 (+1 eff.) Spell crit. chance: +10% It can be used to activate talent Earthquake (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Causes a violent earthquake that deals 369.57 physical damage in a radius of 4 each turn for 7 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 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: +10 (+1 eff.) Armour penetration: +14 Armour: +20 Armour Hardiness: +14% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 19 arcane Damage when hit (Melee): 12 temporal Changes stats: +10 Dex / +10 Mag / +13 Wil / +9 Cun / +20 Con Changes resistances: +9% physical / +10% arcane / +3% light Light radius: +3 It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Armour: +3 Damage (Melee): 19 arcane / 20 light Changes stats: +15 Mag / +10 Wil / +5 Cun Changes resistances: +10% darkness / +10% arcane / +24% light Changes damage: +11% light Maximum stamina: +10.00 Infravision radius: +2 Healing mod.: +25% It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Damage (Melee): 15 acid Damage when hit (Melee): 4 mind Changes resistances: +10% acid / +9% nature / +6% darkness / +6% blight Changes damage: +9% acid Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Physical save: +10 (+1 eff.) Mental save: +15 (+1 eff.) Pinning immunity: +10% Life regen: +4.00 Stamina each turn: +2.00 Maximum life: +80.00 Maximum stamina: +34.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Changes stats: +6 Str / +5 Mag / +5 Wil / +14 Cun / +8 Con Changes resistances: +10% light / +9% darkness Changes resistances penetration: +15% acid / +15% arcane Talent mastery: +0.20 Technique / Grappling Disarm immunity: +42% Life regen: +3.80 Stamina each turn: +2.00 Maximum stamina: +35.00 Infravision radius: +3 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 393.81 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. |
![]() 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +1 Wil Changes resistances: +15% cold / +43% fire Changes damage: +19% fire Critical mult.: +5.00% Life regen: +5.00 Mana each turn: +0.08 Vim when firing critical spell: +6.00 Maximum vim: +10.00 Spellpower: +4 (+0 eff.) Spell crit. chance: +3% Damage Shield Power: +15% A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Damage when hit (Melee): 8 blight Changes resistances: +2% physical / +36% darkness / +6% nature Changes damage: +20% darkness Critical mult.: +15.00% Mental save: +6 (+0 eff.) Poison immunity: +5% Disarm immunity: +25% Mana each turn: +6.00 Mana when hit: +5.50 Maximum mana: +220.00 Spellpower: +20 (+2 eff.) It can be used to activate talent Manaflow, placing all other charms into a 40 cooldown : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 27 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+0 eff.) Mindpower: +8 (+0 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +15 (+2 eff.) Ranged Defense: +12 (+2 eff.) Changes stats: +2 Dex / +17 Mag / +7 Wil / +7 Con Changes resistances: +30% darkness Changes damage: +20% darkness / +16% arcane Physical save: +9 (+0 eff.) Mental save: +15 (+1 eff.) Life regen: +0.40 Equilibrium when hit: +0.12 Spellpower: +5 (+0 eff.) Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 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... |
![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+2 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+1 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 30 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +14 Defense: +8 (+1 eff.) Fatigue: +5% Changes stats: +5 Dex / +2 Mag / +5 Cun Changes resistances: +6% nature / +26% darkness / +19% light / +7% all Changes resistances penetration: +10% darkness Changes damage: +18% darkness Physical save: +15 (+1 eff.) Knockback immunity: +5% Only die when reaching: -20.00 life Infravision radius: +1 A cap made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Changes stats: +19 Mag / +2 Wil / +3 Cun / +12 Con Changes resistances: +12% nature Changes damage: +16% arcane Spell save: +14 (+1 eff.) Mental save: +6 (+0 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +5.00 Mental crit. chance: +2% It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 15 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 642.23 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 8 fire Changes resistances: +15% lightning / +23% temporal / +22% blight / +9% cold / +45% nature Changes damage: +20% nature / +15% lightning Spell save: +15 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +10 Cun / +4 Con Changes resistances: +19% darkness / +6% blight Changes resistances penetration: +20% acid Changes damage: +6% acid / +31% darkness / +9% blight Mental save: +11 (+1 eff.) It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 15 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 642.23 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +13 Str / +14 Dex / +2 Wil / +8 Cun Changes resistances: +6% arcane Critical mult.: +10.00% Mental save: +39 (+3 eff.) Skullcracker multiplicator: +6 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 14464.5 Physical damage. If the attack hits, the target is confused (49% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +3 Armour: +5 Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +5 Str / +5 Wil / +7 Cun Changes resistances penetration: +10% blight Changes damage: +6% mind Physical save: +23 (+2 eff.) Spell save: +18 (+1 eff.) Maximum life: +20.00 Maximum stamina: +20.00 Mindpower: +5 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +20 Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 14464.5 Physical damage. If the attack hits, the target is confused (49% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Changes stats: +6 Str / +5 Dex / +5 Cun / +6 Con Changes resistances: +15% blight / +15% darkness Changes resistances penetration: +10% light Changes damage: +12% light / +18% darkness Physical save: +11 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +29 (+2 eff.) Mana each turn: +0.08 Maximum mana: +60.00 Spell crit. chance: +8% Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
![]() Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +11 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +10 Str / +10 Con Changes resistances: +1% physical / +3% light / +15% blight / +11% nature / +6% temporal Changes resistances penetration: +10% light Changes damage: +9% light Spell save: +20 (+1 eff.) Mental save: +15 (+1 eff.) A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 acid Changes stats: +12 Str / +3 Wil / +14 Con Changes resistances: +6% acid / +9% blight / +6% fire / +6% nature / +9% lightning Changes damage: +3% nature / +3% acid Physical save: +15 (+1 eff.) Mental save: +29 (+2 eff.) Light radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 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. |
![]() Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+1 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. This item has been sent to the Item's Vault. |
![]() Requires: - Talent Heavy Armour Training 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 Physical save: +5 (+0 eff.) Spell save: +5 (+0 eff.) Mental save: +5 (+0 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 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 crit. chance: +8.0% Armour: +5 Fatigue: +5% Changes stats: +9 Str / +9 Dex / +3 Con / +8 Lck Changes resistances: +27% lightning / +15% temporal / +6% acid / +3% fire / +5% arcane / +3% nature Changes resistances penetration: +15% nature Spell crit. chance: +8% Mental crit. chance: +8% See invisible: +12 Skullcracker multiplicator: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+0 eff.) Armour: +11 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +5% Changes stats: +5 Str / +15 Dex / +2 Cun / +5 Con Changes resistances: +15% lightning / +27% temporal / +25% darkness / -35% light Changes damage: +6% physical Life regen: +6.40 Stamina each turn: +0.40 Infravision radius: +6 Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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: +10 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 acid Changes stats: +7 Str / +10 Dex / +7 Wil Changes resistances: +24% lightning / +15% physical / +25% darkness / +9% blight / +3% cold / +15% temporal Changes resistances penetration: +15% nature Changes damage: +9% nature / +15% acid Physical save: +15 (+1 eff.) Infravision radius: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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: Accuracy: +16 (+2 eff.) Armour penetration: +2 Armour: +5 Defense: +12 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 arcane Changes stats: +11 Str / +8 Dex / +6 Wil / +14 Cun / +5 Con Changes resistances: -28% light / +6% arcane Changes damage: +15% lightning Mental save: +15 (+1 eff.) Life regen: +8.60 Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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% Damage when hit (Melee): 9 physical Changes stats: +5 Str / +10 Wil Changes resistances: +15% blight / +6% cold / +6% lightning Spell save: +15 (+1 eff.) Mental save: +16 (+1 eff.) Disease immunity: +15% Disarm immunity: +10% Stamina when hit: +3.00 Equilibrium when hit: +3.00 Only die when reaching: -40.00 life Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 14464.5 Physical damage. If the attack hits, the target is confused (49% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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: Accuracy: +9 (+1 eff.) Physical power: +6 (+0 eff.) Armour: +9 Defense: +12 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 physical Changes stats: +10 Str / +1 Dex / +2 Wil / +7 Cun / +5 Con Changes resistances: +6% cold Physical save: +6 (+0 eff.) Mental save: +3 (+0 eff.) Disarm immunity: +15% Infravision radius: +4 Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 14464.5 Physical damage. If the attack hits, the target is confused (49% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +14 Defense: +8 (+1 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 10 physical Changes stats: +5 Str / +6 Con Changes resistances: +3% physical / +9% nature / +7% all Changes damage: +9% blight Physical save: +15 (+1 eff.) Mental save: +6 (+0 eff.) Blindness immunity: +10% Poison immunity: +10% Cut immunity: +10% Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 14464.5 Physical damage. If the attack hits, the target is confused (49% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to blind Changes stats: +5 Str / +16 Wil Changes resistances: +30% blight / +12% nature / +15% light Changes resistances penetration: +20% mind Changes damage: +15% light / +3% mind Mental save: +30 (+2 eff.) Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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% Changes stats: +1 Str / +5 Con Changes resistances: +13% lightning / +10% temporal / +12% nature / +9% mind Changes resistances penetration: +20% mind / +20% temporal Changes damage: +21% acid / +6% temporal Physical save: +14 (+1 eff.) Spell save: +7 (+0 eff.) Mental save: +15 (+1 eff.) Maximum life: +110.00 Healing mod.: +30% 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 Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+0 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 arcane / 12 temporal Changes stats: +13 Str / +8 Dex / +5 Con Changes resistances: +3% temporal / +6% arcane / +15% fire / +3% nature / +15% cold Changes resistances penetration: +20% arcane / +15% nature Changes damage: +3% arcane / +9% temporal Skullcracker multiplicator: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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: +11 Fatigue: +5% Effects on melee hit: * 15% chance to daze at end of turn * 40% chance to corrode armour by 30% Changes stats: +4 Str / +5 Dex / +10 Wil / +6 Cun / +5 Con Changes resistances: +15% blight / -35% light / +9% lightning Changes damage: +9% acid / +12% lightning Mental save: +18 (+1 eff.) Life regen: +7.70 Hate when firing a critical mind attack: +1.00 Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +9 Str / +14 Dex / +5 Cun Changes resistances: +15% fire / +15% cold Changes damage: +6% nature / +9% darkness Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +1% Damage Shield penetration: +10% Skullcracker multiplicator: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 10 physical Changes stats: +10 Str / +10 Dex / +2 Wil / +5 Con Changes resistances penetration: +15% acid / +15% mind Physical save: +15 (+1 eff.) Mental save: +21 (+2 eff.) Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +2.00 Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 14464.5 Physical damage. If the attack hits, the target is confused (49% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +4 (+0 eff.) Armour: +5 Fatigue: +5% Changes stats: +10 Str / +5 Wil / +3 Cun Changes resistances: +15% darkness / +36% blight / +9% cold / +3% nature / +6% light Grants telepathy: Humanoid/Orc Spell save: +15 (+1 eff.) Mental save: +15 (+1 eff.) Knockback immunity: +20% Mindpower: +5 (+0 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() Infused 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. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +3.0% Defense: +11 (+2 eff.) Ranged Defense: +11 (+2 eff.) Changes resistances: +6% lightning / +6% cold / +3% all Changes damage: +9% mind Spell save: +15 (+1 eff.) Blindness immunity: +50% Confusion immunity: +30% Light radius: +15 See stealth: +25 See invisible: +25 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.6 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 120 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +6 (+0 eff.) Effects on melee hit: * 50% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +5 Dex / +3 Con Changes resistances penetration: +30% physical Critical mult.: +9.00% Physical save: +9 (+0 eff.) Blindness immunity: +50% Confusion immunity: +30% Life regen: +1.40 Stamina each turn: +0.60 Light radius: +10 See stealth: +25 See invisible: +25 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 Track, placing all other charms into a 40 cooldown : Effective talent level: 6.5 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 188 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+2 eff.) Damage when hit (Melee): 4 arcane / 27 fire Changes stats: +3 Mag / +11 Cun / +1 Con Changes resistances: +12% acid / +10% fire / +9% lightning Changes resistances penetration: +15% blight Grants telepathy: Dragon Reduces incoming crit damage: 15.00% Physical save: +37 (+3 eff.) Spell save: +20 (+1 eff.) Mental save: +20 (+1 eff.) Disarm immunity: +10% Maximum hate: +2.00 Light radius: -4 Infravision radius: +9 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 12 temporal Changes stats: +11 Con Changes resistances: +27% blight / +6% temporal Changes resistances penetration: +10% acid / +20% blight Changes damage: +12% acid / +6% temporal / +12% blight Life regen: +13.00 Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 30 fire Changes stats: +11 Cun Changes resistances: +9% acid / +3% physical / +3% darkness / +16% fire / +9% lightning Physical save: +9 (+0 eff.) Blindness immunity: +50% Cut immunity: +5% Confusion immunity: +40% Stun/Freeze immunity: +5% Light radius: +0 Infravision radius: +9 See stealth: +24 See invisible: +25 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 Track, placing all other charms into a 40 cooldown : Effective talent level: 3.9 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 146 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. |
![]() Infused by nature Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Effects on melee hit: * 40% chance to inflict 15% damage reduction Damage when hit (Melee): 12 lightning Changes stats: +7 Wil Changes resistances: +6% light / +3% all Changes resistances penetration: +10% light / +30% darkness Changes damage: +6% darkness Critical mult.: +20.00% Spell save: +15 (+1 eff.) Light radius: +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Defense: +14 (+2 eff.) Effects on melee hit: * 40% chance to inflict 15% damage reduction Damage when hit (Melee): 8 arcane Changes resistances: +10% cold / +10% temporal Changes resistances penetration: +20% arcane / +15% all Changes damage: +12% acid / +9% darkness / +9% arcane Physical save: +15 (+1 eff.) Spell save: +18 (+1 eff.) Mental save: +20 (+1 eff.) Light radius: +6 Defense after a teleport: +20 Resist all after a teleport: +19% New effects duration reduction after a teleport: +29% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +3% all Spell save: +15 (+1 eff.) Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Armour penetration: +13 Changes resistances: +15% blight / +3% physical / +21% darkness Changes resistances penetration: +14% all Critical mult.: +5.00% Physical save: +6 (+0 eff.) Life regen: +0.60 Stamina each turn: +0.40 Spellpower: +6 (+0 eff.) Spell crit. chance: +5% Light radius: +11 Infravision radius: +6 See invisible: +15 Healing mod.: +15% Heals friendly targets nearby when you use a nature summon: +50 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 493 blight damage or heals 347 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 30 fire Changes stats: +4 Dex / +8 Mag / +1 Con Changes resistances: +10% temporal / +12% darkness / +9% cold / +9% light / +10% fire Changes damage: +9% light / +9% darkness Spellpower: +17 (+1 eff.) Light radius: +7 See invisible: +9 Defense after a teleport: +20 Resist all after a teleport: +18% New effects duration reduction after a teleport: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused 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 (472 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome, costing 50 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +14 Physical power: +10 (+1 eff.) Armour: +4 Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Changes stats: +9 Str / +6 Dex Changes resistances: +3% acid / +12% lightning Reduces incoming crit damage: 10.00% Mental save: +9 (+1 eff.) Cut immunity: +5% Knockback immunity: +5% Maximum life: +40.00 Maximum stamina: +30.00 Movement speed: +10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 6.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +113 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+1 eff.) Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 8 mind Changes stats: +3 Str Changes resistances: +6% lightning / +10% physical / +3% light / +6% arcane / +12% darkness Changes resistances penetration: +15% mind Changes damage: +9% nature Maximum life: +40.00 Maximum stamina: +26.00 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Changes stats: +3 Str / +4 Mag Changes resistances: +9% fire / +9% darkness / +8% physical Changes damage: +12% arcane Mana each turn: +0.16 Vim when firing critical spell: +4.00 Maximum mana: +60.00 Maximum vim: +40.00 Spell crit. chance: +8% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +15 Physical power: +7 (+0 eff.) Changes stats: +6 Str / +1 Dex / +3 Mag / +4 Con Changes resistances penetration: +10% blight Critical mult.: +18.00% Infravision radius: +2 See invisible: +6 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 6.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +113 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Defense: +11 (+2 eff.) Ranged Defense: +11 (+2 eff.) Changes stats: +5 Cun / +3 Str Changes resistances: +9% lightning / +12% cold / +6% fire Changes damage: +12% mind / +12% fire Physical save: +12 (+1 eff.) Mental save: +15 (+1 eff.) Blindness immunity: +10% Maximum life: +36.00 Maximum stamina: +30.00 Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Fatigue: -20% Changes stats: +15 Str / +2 Dex / +1 Mag Changes resistances: +5% arcane Changes resistances penetration: +5% arcane Changes damage: +15% mind / +13% fire Reduces incoming crit damage: 10.00% Mental save: +15 (+1 eff.) Light radius: +3 See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +4.0% Armour: +4 Fatigue: -9% Changes stats: +15 Str / +5 Mag / +2 Con Changes resistances penetration: +15% acid Changes damage: +9% acid Physical save: +10 (+1 eff.) Stamina each turn: +0.60 Maximum mana: +49.00 Spell crit. chance: +9% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +11 Fatigue: -10% Changes stats: +17 Str / +3 Dex / +4 Mag / +3 Con Lowers spell cool-downs by: 10% Light radius: +3 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 6.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +113 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * 40% chance to daze at end of turn Damage when hit (Melee): 8 arcane Changes stats: +3 Str Changes resistances: +15% nature / +2% physical Changes damage: +9% nature / +9% temporal Critical mult.: +6.00% Maximum life: +76.00 Maximum stamina: +58.00 Healing mod.: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+1 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 18 power out of 35/35) : Effective talent level: 2.6 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 120 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+1 eff.) Mindpower: +10 (+0 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered 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. |
![]() 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 25 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 9081.44 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 50% chance to blind Changes resistances: +12% nature Maximum wards: +3 physical / +5 mind / +5 darkness Changes damage: +48% nature / +6% mind Talent cooldown: Silence (-1 turn) Talents granted: +5 Telekinetic Blast +5 Silence +1 Apply Ward Light radius: +2 It can be used to teleport randomly (rad 64), putting all charms on cooldown for 30 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +2 Cun Changes resistances: +9% mind Maximum wards: +3 physical / +5 mind / +4 darkness Talent cooldown: Silence (-1 turn) Talents granted: +4 Telekinetic Blast +5 Silence +1 Apply Ward Mental save: +6 (+0 eff.) Blindness immunity: +15% Pinning immunity: +15% Stun/Freeze immunity: +15% Knockback immunity: +15% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 173 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+1 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+0 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 10 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +6% arcane Maximum wards: +5 acid / +4 nature / +5 light Grants telepathy: Dragon Talent granted: +1 Apply Ward Critical mult.: +15.00% Mental save: +3 (+0 eff.) Hate when firing a critical mind attack: +2.00 It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 11 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Damage when hit (Melee): 8 lightning Changes resistances penetration: +33% lightning Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +5 Lay Web Physical save: +6 (+0 eff.) Stamina each turn: +0.40 It can be used to harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +6% acid Changes resistances penetration: +5% mind Talent cooldown: Lay Web (-2 turns) Talent granted: +9 Lay Web Pinning immunity: +5% Stun/Freeze immunity: +10% Knockback immunity: +20% Only die when reaching: -100.00 life Maximum psi: +30.00 It can be used to remove up to 4 poisons or diseases from a target within range 22 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+0 eff.) Defense: +9 (+1 eff.) Ranged Defense: +9 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to daze at end of turn Maximum wards: +5 acid / +4 nature / +4 light Changes resistances penetration: +10% physical Changes damage: +6% lightning Talent cooldown: Lay Web (-1 turn) Talents granted: +1 Apply Ward +5 Lay Web Critical mult.: +9.00% Only die when reaching: -40.00 life It can be used to remove up to 5 poisons or diseases from a target within range 22 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +5 Mag Maximum wards: +5 acid / +5 nature / +5 light Talents cooldown: Rushing Claws (-1 turn) Lay Web (-1 turn) Talents granted: +5 Rushing Claws +5 Lay Web +1 Apply Ward Critical mult.: +10.00% Mental save: +12 (+1 eff.) Pinning immunity: +10% Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 It can be used to harden the skin for 7 turns increasing armour by 80 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+1 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 2368 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to corrode armour by 30% Changes stats: +4 Con Changes resistances: +9% acid Maximum wards: +8 lightning / +10 temporal / +10 blight / +10 fire / +9 cold Changes resistances penetration: +10% blight Talent granted: +2 Apply Ward Spellpower on spell critical (stacks up to 3 times): +6 Maximum vim: +20.00 See invisible: +21 It can be used to fire a bolt of a random element with (base) damage 252 to 505, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 16 blight Changes stats: +2 Wil / +4 Mag Changes resistances: +6% blight Maximum wards: +5 lightning / +5 temporal / +4 blight / +5 fire / +5 cold Changes resistances penetration: +15% lightning Talent granted: +1 Apply Ward Spell save: +20 (+1 eff.) Maximum vim: +20.00 Spellpower: +2 (+0 eff.) It can be used to fire a bolt of a random element with (base) damage 268 to 535, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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.
Achievements
By for.fun.and.doom_elf the Hulk Marauder level 25
38th Dusk 123rd year of Ascendancy at 10:22 see stats
By for.fun.and.doom_elf the Hulk Marauder level 43
37th Pyre 124th year of Ascendancy at 15:55 see stats
By for.fun.and.doom_elf the Hulk Marauder level 19
17th Regrowth 123rd year of Ascendancy at 20:48 see stats
By for.fun.and.doom_elf the Hulk Marauder level 32
37th Haze 123rd year of Ascendancy at 11:53 see stats
By for.fun.and.doom_elf the Hulk Marauder level 28
63rd Dusk 123rd year of Ascendancy at 11:52 see stats
By for.fun.and.doom_elf the Hulk Marauder level 34
48th Regrowth 124th year of Ascendancy at 01:02 see stats
By for.fun.and.doom_elf the Hulk Marauder level 26
45th Dusk 123rd year of Ascendancy at 16:44 see stats
By for.fun.and.doom_elf the Hulk Marauder level 47
77th Pyre 124th year of Ascendancy at 09:53 see stats
By for.fun.and.doom_elf the Hulk Marauder level 12
33rd Dusk 122nd year of Ascendancy at 00:26 see stats
By for.fun.and.doom_elf the Hulk Marauder level 27
49th Dusk 123rd year of Ascendancy at 20:20 see stats
By for.fun.and.doom_elf the Hulk Marauder level 26
42nd Dusk 123rd year of Ascendancy at 17:10 see stats
By for.fun.and.doom_elf the Hulk Marauder level 50
22nd Dusk 124th year of Ascendancy at 15:16 see stats
By for.fun.and.doom_elf the Hulk Marauder level 8
7th Mirth 122nd year of Ascendancy at 23:47 see stats
By for.fun.and.doom_elf the Hulk Marauder level 50
78th Pyre 124th year of Ascendancy at 01:16 see stats
By for.fun.and.doom_elf the Hulk Marauder level 36
57th Regrowth 124th year of Ascendancy at 15:33 see stats
By for.fun.and.doom_elf the Hulk Marauder level 13
41st Dusk 122nd year of Ascendancy at 23:43 see stats
By for.fun.and.doom_elf the Hulk Marauder level 22
51st Pyre 123rd year of Ascendancy at 06:32 see stats
By for.fun.and.doom_elf the Hulk Marauder level 19
28th Regrowth 123rd year of Ascendancy at 08:36 see stats
By for.fun.and.doom_elf the Hulk Marauder level 41
3rd Pyre 124th year of Ascendancy at 23:34 see stats
By for.fun.and.doom_elf the Hulk Marauder level 27
49th Dusk 123rd year of Ascendancy at 08:15 see stats
By for.fun.and.doom_elf the Hulk Marauder level 44
51st Pyre 124th year of Ascendancy at 12:48 see stats
By for.fun.and.doom_elf the Hulk Marauder level 11
9th Flare 122nd year of Ascendancy at 13:17 see stats
By for.fun.and.doom_elf the Hulk Marauder level 12
1st Dusk 122nd year of Ascendancy at 19:01 see stats
By for.fun.and.doom_elf the Hulk Marauder level 29
63rd Dusk 123rd year of Ascendancy at 20:46 see stats
By for.fun.and.doom_elf the Hulk Marauder level 50
23rd Dusk 124th year of Ascendancy at 21:10 see stats
By for.fun.and.doom_elf the Hulk Marauder level 42
26th Pyre 124th year of Ascendancy at 22:39 see stats
By for.fun.and.doom_elf the Hulk Marauder level 33
27th Regrowth 124th year of Ascendancy at 12:22 see stats
By for.fun.and.doom_elf the Hulk Marauder level 10
6th Flare 122nd year of Ascendancy at 08:45 see stats
By for.fun.and.doom_elf the Hulk Marauder level 20
37th Regrowth 123rd year of Ascendancy at 10:38 see stats
By for.fun.and.doom_elf the Hulk Marauder level 30
1st Haze 123rd year of Ascendancy at 23:30 see stats
By for.fun.and.doom_elf the Hulk Marauder level 40
63rd Regrowth 124th year of Ascendancy at 15:17 see stats
By for.fun.and.doom_elf the Hulk Marauder level 50
78th Pyre 124th year of Ascendancy at 01:16 see stats
By for.fun.and.doom_elf the Hulk Marauder level 50
21st Dusk 124th year of Ascendancy at 12:13 see stats
By for.fun.and.doom_elf the Hulk Marauder level 50
78th Pyre 124th year of Ascendancy at 01:16 see stats
By for.fun.and.doom_elf the Hulk Marauder level 50
6th Flare 124th year of Ascendancy at 11:29 see stats
By for.fun.and.doom_elf the Hulk Marauder level 50
18th Dusk 124th year of Ascendancy at 00:04 see stats
By for.fun.and.doom_elf the Hulk Marauder level 41
2nd Pyre 124th year of Ascendancy at 23:15 see stats
By for.fun.and.doom_elf the Hulk Marauder level 3
74th Pyre 122nd year of Ascendancy at 11:02 see stats
By for.fun.and.doom_elf the Hulk Marauder level 50
17th Dusk 124th year of Ascendancy at 21:24 see stats
By for.fun.and.doom_elf the Hulk Marauder level 49
78th Pyre 124th year of Ascendancy at 01:16 see stats
By for.fun.and.doom_elf the Hulk Marauder level 31
8th Haze 123rd year of Ascendancy at 22:47 see stats
By for.fun.and.doom_elf the Hulk Marauder level 12
24th Dusk 122nd year of Ascendancy at 18:23 see stats
By for.fun.and.doom_elf the Hulk Marauder level 50
6th Flare 124th year of Ascendancy at 12:04 see stats
By for.fun.and.doom_elf the Hulk Marauder level 3
74th Pyre 122nd year of Ascendancy at 11:02 see stats
By for.fun.and.doom_elf the Hulk Marauder level 3
74th Pyre 122nd year of Ascendancy at 11:02 see stats
By for.fun.and.doom_elf the Hulk Marauder level 26
42nd Dusk 123rd year of Ascendancy at 18:41 see stats
By for.fun.and.doom_elf the Hulk Marauder level 50
20th Dusk 124th year of Ascendancy at 09:01 see stats
By for.fun.and.doom_elf the Hulk Marauder level 50
19th Dusk 124th year of Ascendancy at 05:31 see stats
By for.fun.and.doom_elf the Hulk Marauder level 5
79th Pyre 122nd year of Ascendancy at 23:42 see stats
By for.fun.and.doom_elf the Hulk Marauder level 41
2nd Pyre 124th year of Ascendancy at 22:28 see stats
By for.fun.and.doom_elf the Hulk Marauder level 10
7th Flare 122nd year of Ascendancy at 14:36 see stats
By for.fun.and.doom_elf the Hulk Marauder level 50
78th Pyre 124th year of Ascendancy at 01:16 see stats
By for.fun.and.doom_elf the Hulk Marauder level 3
74th Pyre 122nd year of Ascendancy at 11:02 see stats
By for.fun.and.doom_elf the Hulk Marauder level 22
48th Pyre 123rd year of Ascendancy at 19:56 see stats
By for.fun.and.doom_elf the Hulk Marauder level 32
36th Haze 123rd year of Ascendancy at 14:30 see stats
By for.fun.and.doom_elf the Hulk Marauder level 4
76th Pyre 122nd year of Ascendancy at 00:07 see stats
By for.fun.and.doom_elf the Hulk Marauder level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By for.fun.and.doom_elf the Hulk Marauder level 18
17th Regrowth 123rd year of Ascendancy at 08:35 see stats
By for.fun.and.doom_elf the Hulk Marauder level 19
37th Regrowth 123rd year of Ascendancy at 03:01 see stats
Log
Today is the 42nd Dusk of the 124th year of the Age of Ascendancy of Maj'Eyal.
The time is 19:03.
Connection to online server lost, trying to reconnect.
Connection to online server established.
Saving done.
Saving done.
Saving game...
The shield around for.fun.and.doom_elf crumbles.