










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Easy Map v2 1.5.10Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Escort Mastery Buff Addon 1.4.8Items Vault 1.5.0Donators/Buyers bonus! Resist levels 1.5.10Gives bonus resistances (to elements and negative effects) on level ups SkooBot 1.5.10Basic bot designed to automate some of the tedium of starting a new character. This bot will rest, explore, and use a very basic algorithm for engaging in combat. You will need to configure the bot's talent usage from within the game (Shift + F2 -> Option a)
This will probably not even get close to beating the game for you, and will frequently run into situations that it will not be able to act in. Changes in 0.0.12
Unlock Exotic Mastery 1.3.1Are you tired of needing to rescue a Warrior escort before you can train Exotic Mastery? Then this is the addon for you! This addon gives access to the Exotic Weapons Mastery talent by default so it can be trained on any character with Technique/Combat Training. It should be compatible will all other addons. High Guard 1.5.10Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Quick Drown NPCs AOE 1.5.10 Campaign Uncapper 1.4.2Unlocks the max level for Campaign, scaling all dungeons and bosses accordingly. To be precise, this makes all dungeons in the game scale based on YOUR level, instead of a pre-set value. (Note that bosses still have a minimum level. The Master for example will always be in the 20's at the minimum.) Bonuses at Level 10 1.5.10Characters are given +2 Class Talents, +2 Generic Talents, +10 Stat Points, and +1 Prodigy Points upon reaching level 10. This is meant to compensate for the removal of Alchemist Quests, Escorts, Yeek Wayist's Buff, and Wyrm Bile's Stat Changes which are tedious but provide very nice rewards. The idea is to restore some of the power which is lost by removing these rewards without changing the overall strength of the character. Getting the Light Category via escort, for instance, is easily as good as most Prodigies. You can download the mod that removes these things here, made by Regalion: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Female |
| Race | Superhuman |
| Class | Cursed |
| Level / Exp | 57 / 49% |
| Size | big |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 133 (base 55) |
| Dexterity | 81 (base 55) |
| Constitution | 88 (base 55) |
| Magic | 92 (base 55) |
| Willpower | 82 (base 55) |
| Cunning | 71 (base 55) |
Resources
| Life | 28604/28604 |
| Hate | 120/120 |
| Stamina | 1258/1258 |
| Healing Factor | 1.3534883720931 |
| Regeneration | 158.35813953489 |
Speed
| Mental | +200% |
| Attack | +200% |
| Movement | +393.24679229956% |
| Spell | +200% |
| Global | +480% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 9 |
| See Stealth | 108.83821055052 |
| See Invisible | 111.83821055052 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 289 |
| Accuracy | 107 |
| Crit Chance | 48% |
| APR | 184 |
| Speed | 0.30 |
Offense: Spell
| Spellpower | 92 |
| Crit Chance | 47% |
| Speed | 0.33333333333333 |
| Cooldown Reduction | 109.2 |
Offense: Mind
| Mindpower | 92 |
| Crit Chance | 35% |
| Speed | 0.33333333333333 |
Offense: Damage Bonus
| Acid | +121% |
| Blight | +166% |
| Arcane | +152% |
| Cold | +132% |
| All | 0% |
| Mind | +112% |
| Lightning | +112% |
| Light | +112% |
| Temporal | +112% |
| Physical | +102% |
| Darkness | +132% |
| Fire | +112% |
| Nature | +118% |
Offense: Damage Penetration
| Acid | +173% |
| Blight | +112% |
| Arcane | +112% |
| Cold | +132% |
| All | 0% |
| Mind | +112% |
| Lightning | +156% |
| Light | +112% |
| Temporal | +112% |
| Physical | +127% |
| Darkness | +112% |
| Fire | +135% |
| Nature | +112% |
Defense: Base
| Armour (hardiness) | 237.08453708906 (100%) |
| Defense | 85 |
| Ranged Defense | 85 |
| Fatigue | 0 |
| Physical Save | 185 |
| Spell Save | 185 |
| Mental Save | 184 |
Defense: Resistances
| Acid | +100%(100%) |
| Blight | +100%(100%) |
| Arcane | +100%(100%) |
| Cold | +100%(100%) |
| All | +183%(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
| Pinning Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 55% |
| Poison Resistance | 56% |
| Blind Resistance | 26% |
| Silence Resistance | 0% |
| Teleport Resistance | 56% |
| Disarm Resistance | 84% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| 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. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: -0 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 38%, your defense is increased by 38 and all your resistances by 38%. Its effects scale with your Dexterity stat. |
| 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 250 damage for 25 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 117 with a minimum range of 15. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Controlled Phase DoorUse 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 in a range of 14. Its effects scale with your Magic stat. |
Class Talents
| Cunning / Tactical | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Predator | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Rampage | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Strife | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cursed / Endless hunt | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Slaughter | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Fears | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Gloom |
| talent | Exploit Weakness |
| talent | Yarrrr!! |
| talent | Surge |
| talent | Stalk |
| beneficial effect | Stalking Isalemina the dragon turtle. Bonus level 1: +22 attack, +14% melee damage, +0.50 hate/turn prey was hit. Stalking 92578/109647 +1 |
| beneficial effect | Countering melee attacks: Has a 59% chance to get an automatic counter attack when avoiding a melee attack. (2.0 counters remaining) Counter Attacking |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | failed |
You 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 again | active |
You abandoned lone alchemist to death. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 2 of Ruins of Kor'Pul) | failed |
You abandoned lone alchemist to death. Escort: lone alchemist (level 5 of Dreadfell) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You abandoned lost sun paladin to death. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You abandoned lost warrior to death. Escort: lost warrior (level 2 of Dreadfell) | failed |
You abandoned repented thief to death. Escort: repented thief (level 7 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You 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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Hellsrune' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +3 Fatigue: -3% Damage when hit (Melee): 16 physical / 8 fire Changes stats: +2 Con Changes resistances: +3% physical Changes resistances penetration: +15% physical Stamina each turn: +0.40 Maximum life: +39.00 Movement speed: +10% A pair of boots made of leather. |
| Light source | void-walker's dwarven lantern of clarityPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +10% cold / +10% temporal Mental save: +15 (+1 eff.) Light radius: +4 See stealth: +25 See invisible: +25 Defense after a teleport: +20 Resist all after a teleport: +18% New effects duration reduction after a teleport: +26% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | Filthqueller the voratun helm (0 def, 5 armour) =nice=Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 20 nature Changes stats: +16 Mag / +15 Wil / +10 Con Changes resistances penetration: +20% lightning Changes damage: +33% blight / +40% arcane Spell crit. chance: +9% Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Galusta the steel torque of thermal psionic shield [power 53] (1/12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances penetration: +10% acid Critical mult.: +5.00% Spell save: +30 (+3 eff.) Maximum vim: +40.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 53 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Gilulathamnir the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 acid Changes resistances: +18% acid Changes damage: +9% acid Disarm immunity: +28% Pinning immunity: +28% Knockback immunity: +27% Maximum life: +30.00 Rings can have magical properties. |
| On fingers | AirflashPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 15% chance to daze at end of turn Changes resistances: +27% lightning Blindness immunity: +26% Infravision radius: +4 See stealth: +8 See invisible: +8 Rings can have magical properties. |
| Around waist | VenomsorrowPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +15 Changes stats: +4 Str / +1 Dex / +6 Con Changes resistances: +3% darkness / +18% nature Changes damage: +6% nature Critical mult.: +15.00% Mental save: +15 (+1 eff.) Mindpower: +10 (+2 eff.) See invisible: +3 It can be used to create a temporary shield that absorbs 389 damage, putting all charms on cooldown for 17 turns. A belt that goes around your waist. |
| In main hand | Toxinbile the voratun greatsword (64.5-103.2 power, 4 apr) =rand.elem.=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. Base power: 64.5 - 103.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * Random elemental explosion * 25% chance for lightning to arc to a second target Damage (Melee): +27 lightning / +12 blight Burst (radius 1) on hit: +8 nature Burst (radius 2) on crit: +4 nature When wielded/worn: Accuracy: +19 (+3 eff.) Changes stats: +9 Dex / +2 Wil Changes resistances: +3% nature Changes resistances penetration: +24% acid / +23% fire / +24% lightning / +20% cold Changes damage: +21% blight Critical mult.: +10.00% Spell crit. chance: +3% Massive two-handed swords. |
| On hands | Ruthless Grip (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% It can be used to activate talent Frost Grab (costing 12 power out of 30/30) : Effective talent level: 4.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 328.55 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
| Main armor | Revenant (8 def, 20 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +5 Mag / +5 Con Physical save: +12 (+2 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+1 eff.) Silence immunity: +0% Confusion immunity: +0% Pinning immunity: +70% Stun/Freeze immunity: +10% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
| Cloak | Xeryssra the cashmere cloak (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +17 (+3 eff.) Armour penetration: +11 Physical crit. chance: +3.0% Defense: +2 (+0 eff.) Changes stats: +8 Str Changes resistances: +9% blight / +12% acid Changes resistances penetration: +27% acid Critical mult.: +22.00% Stealth bonus: +11 Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | protective stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +7 Defense: +11 (+2 eff.) Changes resistances cap: +6% all Physical save: +21 (+2 eff.) Amulets can have magical properties. |
Inventory
wild infusion of the psychic (resist 29%; cure magical)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 magical effect and reduce all damage taken by 29% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 |
manasurge rune of the psychic (1290% regen over 10 turns; 64 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -2 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1290% for 10 turns and instantly restoring 64 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (1967% regen over 10 turns; 98 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: -2 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1967% for 10 turns and instantly restoring 98 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 17; power 54; dur 5)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: -0 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 17. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 54%, your defense is increased by 54 and all your resistances by 54%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune of the psychic (range 185)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: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 185 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune of the wizard (range 141)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: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 141 with a minimum range of 15. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
a necklace with fangsPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 34 power out of 60/60. The evilness of undeath radiates from this amulet. |
Zylach the Burncutter =worn=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 fire Changes stats: +5 Dex / +6 Cun / +6 Con Changes resistances: +15% fire Changes damage: +12% fire Life regen: +0.80 Stamina each turn: +0.70 Movement speed: +10% Amulets can have magical properties. |
Iselrasewen the stralite amuletPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -8% Changes stats: +3 Wil Changes resistances: +5% arcane / +9% temporal Changes resistances penetration: +5% temporal Changes damage: +11% blight / +8% fire Critical mult.: +14.00% Mental save: +15 (+1 eff.) Blindness immunity: +10% Cut immunity: +5% Confusion immunity: +17% Stun/Freeze immunity: +5% Life regen: +2.90 Spellpower: +11 (+2 eff.) Mindpower: +10 (+2 eff.) Amulets can have magical properties. |
Pitchcrypt the voratun amuletPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Str / +2 Dex Changes resistances penetration: +20% darkness Blindness immunity: +40% Teleport immunity: +50% Equilibrium when hit: +0.20 Mindpower: +4 (+1 eff.) Infravision radius: +12 Sight radius: +2 See invisible: +20 Heals friendly targets nearby when you use a nature summon: +30 It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
PrismlaceInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 45% chance to daze at end of turn * Slows global speed by 45% * 45% chance to blind Damage when hit (Melee): 16 light Changes resistances: +6% lightning / +15% temporal / +9% light Spell save: +54 (+5 eff.) Cut immunity: +80% Healing mod.: +26% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 528 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
VoridaInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Effects on melee hit: * 26 arcane resource burn Changes stats: +11 Str / +2 Dex / +4 Con Changes resistances: +9% cold Spell save: +15 (+1 eff.) Cut immunity: +80% Maximum hate: +6.00 Healing mod.: +19% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 528 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
enraging voratun amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes damage: +10% physical Combat speed: +10% Amulets can have magical properties. |
vitalizing voratun amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Con Physical save: +18 (+2 eff.) Blindness immunity: +40% Life regen: +3.00 Maximum life: +56.00 Infravision radius: +10 Sight radius: +2 See invisible: +13 Amulets can have magical properties. |
voratun amulet 'Isytha'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +3 Defense: +8 (+1 eff.) Damage when hit (Melee): 16 mind Changes stats: +7 Wil Changes resistances: +9% nature / +3% mind / +30% darkness / +18% light Changes resistances cap: +4% all Physical save: +11 (+1 eff.) Blindness immunity: +34% Amulets can have magical properties. |
voratun amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Mag Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Amulets can have magical properties. |
copper ring 'Lisossra'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +9% mind / +6% blight Changes damage: +21% blight / +9% mind Physical save: +7 (+1 eff.) Spell save: +7 (+0 eff.) Mental save: +8 (+1 eff.) Rings can have magical properties. |
Airbringer the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Changes resistances: +6% cold / +6% fire Changes damage: +6% lightning / +6% all Physical save: +30 (+3 eff.) Mental save: +9 (+1 eff.) Blindness immunity: +20% Pinning immunity: +10% Spellpower: +11 (+2 eff.) Mindpower: +10 (+2 eff.) Rings can have magical properties. |
BlazetrencherCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +14 (+3 eff.) Effects on melee hit: * 48% chance to daze at end of turn Damage when hit (Melee): 16 arcane Changes stats: +7 Cun Changes resistances: +8% arcane Changes resistances penetration: +40% blight / +20% arcane / +40% lightning Changes damage: +21% arcane Rings can have magical properties. |
conjurer's gold ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+2 eff.) Armour penetration: +13 Defense: +12 (+2 eff.) Changes stats: +7 Mag / +7 Wil Spellpower: +11 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 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 143% 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. |
gladiator's gold ring of lifeInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +7 Str / +8 Con Life regen: +1.40 Maximum life: +76.00 Healing mod.: +22% Rings can have magical properties. |
gold ring 'Coalblood'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +3 Str / +5 Dex / +6 Cun Changes resistances: +12% lightning / +24% darkness / +15% blight Changes damage: +18% darkness / +9% blight Stun/Freeze immunity: +32% Life regen: +3.20 Light radius: +3 Infravision radius: +4 Rings can have magical properties. |
gold ring 'Infernospike'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +17 Changes stats: +3 Dex Changes resistances: +32% acid / +12% temporal / +6% mind Changes resistances penetration: +39% fire Changes damage: +16% acid Grants telepathy: Humanoid/Orc Disease immunity: +20% Silence immunity: +15% Disarm immunity: +15% Rings can have magical properties. |
sneakthief's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +23 (+4 eff.) Armour penetration: +13 Defense: +13 (+2 eff.) Changes stats: +8 Cun / +7 Dex It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 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 143% 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. |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: -30 (-3 eff.) Spell save: -30 (-3 eff.) Mental save: -30 (-3 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. |
psionicist's stralite ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +9 Wil Mental save: +18 (+2 eff.) Life regen: +1.70 Maximum life: +88.00 Healing mod.: +20% Rings can have magical properties. |
rogue's stralite ring of nature (+36%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Defense: +18 (+3 eff.) Changes stats: +9 Cun Changes resistances: +36% nature Changes damage: +18% nature Rings can have magical properties. |
savage's stralite ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 21 bleed Changes stats: +8 Cun / +5 Con Spell save: +18 (+1 eff.) Hate when firing a critical mind attack: +3.00 Maximum stamina: +28.00 Maximum hate: +13.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
stralite ring 'Duathelbiter'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 40% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +21% acid / +28% fire / +15% light / +9% darkness Changes resistances penetration: +20% acid / +25% nature / +15% light Changes damage: +14% fire / +12% darkness / +6% light Rings can have magical properties. |
stralite ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Stun/Freeze immunity: +33% Life regen: +4.00 Rings can have magical properties. |
FirethornPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Mag / +4 Wil / +8 Cun Changes resistances: +12% fire Changes resistances penetration: +30% arcane / +20% blight Changes damage: +12% lightning / +12% fire / +33% arcane Mana each turn: +0.24 Vim when firing critical spell: +5.00 Spellpower: +21 (+4 eff.) Rings can have magical properties. |
savior's voratun ring of lightning (+40%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +40% lightning Changes damage: +20% lightning Physical save: +18 (+2 eff.) Spell save: +18 (+1 eff.) Mental save: +18 (+2 eff.) Rings can have magical properties. |
solipsist's voratun ring of blinding strikesPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 35% chance to blind Damage (Melee): 48 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 50 light Changes stats: +8 Cun / +8 Wil Mindpower: +14 (+3 eff.) Rings can have magical properties. |
solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Cun / +8 Wil Life regen: +2.00 Maximum life: +93.00 Mindpower: +15 (+3 eff.) Healing mod.: +30% Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
voratun ring 'Poxsmasher'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +7 Mag / +8 Wil Changes resistances: +38% darkness / +6% light Changes resistances penetration: +5% fire / +10% light / +26% nature Changes damage: +19% darkness Mental save: +13 (+1 eff.) Confusion immunity: +50% Spellpower: +12 (+2 eff.) Rings can have magical properties. |
Grinytorath (10-12 power, 2 apr, temporal element)Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% fire / +9% darkness / +21% cold Changes damage: +10% temporal Talent granted: +1 Command Staff Critical mult.: +12.00% Spell save: +30 (+3 eff.) Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+1 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 4 power out of 6/6) : Effective talent level: 3.0 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 367.22 physical damage to all targets in line, and inflicting bleeding for another 183.61 damage over 5 turns. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Berukan (20-24 power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 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% Damage Shield penetration (this weapon only): +20% When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +3 Mag / +3 Wil Changes resistances penetration: +10% blight Changes damage: +20% blight Talent granted: +1 Command Staff Physical save: +6 (+1 eff.) Mana each turn: +0.08 Maximum mana: +42.00 Maximum vim: +40.00 Spellpower: +17 (+3 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Plague-Fire Sceptre (24-28.8 power, 4 apr, physical element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 24.0 - 28.8 Uses stat: 150% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+5 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat, costing 9 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Staff of Bones (20-24 power, 4 apr, cold element) =dirty.talk=Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Cold Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Spell / Necrotic minions +0.10 Spell / Shades +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Necrosis +0.10 Spell / Advanced necrotic minions Talent granted: +1 Command Staff Spellpower: +20 (+4 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
yew vilestaff 'Ce'Nynne' (20-24 power, 4 apr, blight element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +12 arcane When wielded/worn: Physical crit. chance: +23.0% Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Damage (Melee): 33 arcane Changes stats: +4 Str / +2 Dex / +3 Mag / +4 Wil Changes damage: +20% blight Talent granted: +1 Command Staff Critical mult.: +16.00% Only die when reaching: -40.00 life Maximum life: +50.00 Maximum mana: +150.00 Maximum stamina: +10.00 Spellpower: +24 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Radhorion the Searmoon (30-36 power, 6 apr, darkness element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses 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): +32 physical / +4 fire When wielded/worn: Armour: +6 Defense: +25 (+5 eff.) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 11 % chance of confusion Damage when hit (Melee): 8 fire Changes stats: +6 Mag / +5 Wil / +3 Con Changes damage: +30% darkness / +6% fire Talent granted: +1 Command Staff Mana each turn: +0.34 Maximum mana: +105.00 Maximum stamina: +15.00 Spellpower: +50 (+9 eff.) Spell crit. chance: +5% Damage Shield penetration: +44% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 17 turns. Staves designed for wielders of magic, by the greats of the art. |
Urthizilagen (30-36 power, 6 apr, fire element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses 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): +30% When wielded/worn: Physical crit. chance: +15.0% Damage (Melee): 33 fire Changes stats: +2 Str / +5 Con Changes resistances: +8% arcane Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +58.00% Reduces incoming crit damage: 10.00% Blindness immunity: +5% Confusion immunity: +20% Mana each turn: +0.40 Maximum vim: +10.00 Spellpower: +47 (+9 eff.) Spell crit. chance: +5% See invisible: +17 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 17 turns. Staves designed for wielders of magic, by the greats of the art. |
Gokira (23.5-35.25 power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 23.5 - 35.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Str / +3 Dex Changes resistances: +2% physical Physical save: +3 (+1 eff.) Maximum life: +10.00 Massive two-handed battleaxes. |
Drake's Bane (52-78 power, 21 apr)Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 (+1 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) =dfhfguil=Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery 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. |
The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Changes stats: +0 Str / +0 Wil Changes damage: +0% nature Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
iron greatmaul 'Kindleradiance' (29-43.5 power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 29.0 - 43.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +8 mind When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Wil Changes damage: +15% mind / +3% fire Mental save: +6 (+0 eff.) Massive two-handed mauls. |
Galecrypt (53-79.5 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 53.0 - 79.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +12 mind Burst (radius 2) on crit: +4 lightning When wielded/worn: Accuracy: +9 (+1 eff.) Changes stats: +5 Str Changes resistances: +6% all Changes resistances penetration: +9% nature Changes damage: +10% physical Stamina when hit: +2.00 Massive two-handed mauls. |
voratun greatmaul 'Kindlecutter' (64-96 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 64.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 28% chance to inflict 15% damage reduction * 20% chance to cause random gloom * 20% chance to curse the target Damage Shield penetration (this weapon only): +40% Damage (Melee): +28 darkness Damage against: +28% Living When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Changes resistances: +3% mind Changes resistances penetration: +10% mind / +30% blight Changes damage: +6% light / +9% arcane / +12% mind Critical mult.: +23.00% Mana each turn: +0.08 Vim when firing critical spell: +2.00 Maximum mana: +60.00 Massive two-handed mauls. |
Genocide (42-67.2 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Golden Three-Edged Sword 'The Truth' (49-78.4 power, 9 apr)Requires: - Willpower 18 - Cunning 18 - Strength 18 Infused by psionic forces 12.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 129% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 9% chance to stun or confuse the target Damage (Melee): +49 light / +49 darkness The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Airsun (49-78.4 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 27 bleeding, 78% reduced healing Damage (Melee): +30 cold Burst (radius 2) on crit: +20 blight When wielded/worn: Accuracy: +19 (+3 eff.) Physical crit. chance: +16.0% Physical power: +14 (+3 eff.) Effects on melee hit: * 15% chance to daze at end of turn Changes stats: +2 Cun / +9 Str Changes damage: +3% lightning / +14% physical Stamina when hit: +3.00 Psi when hit: +0.04 Maximum hate: +4.00 Mindpower: +2 (+1 eff.) Massive two-handed swords. |
Borosk's Hate (60-96 power, 22 apr) =15_con=Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Everpyre Blade (38-53.2 power, 10 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% Damage conversion: 50% fire When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire It can be used to activate talent Fire Breath (costing 14 power out of 25/25) : Effective talent level: 2.0 Power cost: 14 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 654.66 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Twilight's Edge (47-65.8 power, 7 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Arilevea (70.5-98.7 power, 9 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 70.5 - 98.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 27 bleeding, 78% reduced healing Burst (radius 2) on crit: +16 physical When wielded/worn: Physical crit. chance: +15.0% Physical power: +15 (+3 eff.) Armour: +4 Damage when hit (Melee): 8 blight Changes stats: +1 Con Stamina each turn: +0.80 Sharp, long, and deadly. |
Jetgrinder (44.5-62.3 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% Damage (Melee): +58 insidious poison / +18 temporal / +20 nature Burst (radius 2) on crit: +8 darkness When wielded/worn: Accuracy: +15 (+2 eff.) Changes stats: +7 Dex Changes resistances: +3% physical Changes resistances penetration: +5% blight Mental save: +20 (+2 eff.) Silence immunity: +15% Sharp, long, and deadly. |
Starmarrow the voratun longsword (58-81.2 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease On weapon crit: * wounds the target for 7 turns: 27 bleeding, 78% reduced healing Damage (Melee): +20 blight When wielded/worn: Physical crit. chance: +14.0% Physical power: +15 (+3 eff.) Effects on melee hit: * 15% chance to blind Changes resistances: +2% physical / +9% fire Changes resistances penetration: +15% arcane Disease immunity: +27% Mana when firing critical spell: +3.00 Maximum mana: +20.00 Maximum hate: +2.00 Maximum vim: +50.00 Mindpower: +2 (+1 eff.) Sharp, long, and deadly. |
The Black Spike (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery 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." |
Xuth the Eclipselord (45-63 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 45.0 - 63.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +18 nature / +20 temporal Burst (radius 1) on hit: +12 darkness When wielded/worn: Physical crit. chance: +30.0% Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +3% acid / +6% temporal Changes damage: +12% darkness Critical mult.: +5.00% Heals friendly targets nearby when you use a nature summon: +10 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, long, and deadly. |
Betobretta (39-54.6 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+2 eff.) Physical power: +8 (+2 eff.) Changes stats: +6 Str / +6 Con Changes resistances: +12% fire / +8% all Changes resistances penetration: +13% nature / +10% physical Changes damage: +13% physical Disease immunity: +15% Disarm immunity: +30% Stamina when hit: +2.10 Mindpower: +12 (+3 eff.) Mental crit. chance: +3% Blunt and deadly. |
voratun mace 'Xeruremirin' (46.5-65.1 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +29 insidious poison When wielded/worn: Armour penetration: +14 Physical crit. chance: +14.0% Changes stats: +2 Cun Changes resistances: +9% acid / +9% temporal Changes resistances penetration: +14% mind / +15% darkness Changes damage: +21% arcane Critical mult.: +30.00% Reduces incoming crit damage: 20.00% Teleport immunity: +5% Blunt and deadly. |
Aronne (40-56 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +20 darkness / +8 arcane Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +20 ice / +4 temporal Damage against: +20% Living When wielded/worn: Physical crit. chance: +15.0% Armour: +14 Changes resistances: +6% temporal Changes resistances penetration: +15% cold One-handed war axes. |
Betota the voratun waraxe (41.5-58.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning / +20 acid When wielded/worn: Accuracy: +13 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +7 Str Changes resistances penetration: +15% arcane Changes damage: +9% acid / +15% physical Spell save: +15 (+1 eff.) Stamina when hit: +2.50 Maximum mana: +60.00 Spell crit. chance: +5% One-handed war axes. |
Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+3 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Moon (30-39 power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery 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. |
Urydomnir the Dazzlepulverizer (29.5-38.35 power, 9 apr)Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 12 arcane resource burn On weapon crit: * wounds the target for 7 turns: 27 bleeding, 78% reduced healing Damage (Melee): +4 light / +10 darkness Burst (radius 1) on hit: +4 light Damage against: +9% Living When wielded/worn: Physical crit. chance: +7.0% Physical power: +7 (+1 eff.) Changes resistances: +18% lightning Changes damage: +6% light Sharp, short and deadly. |
Arodhelaith (38.5-50.05 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to disease Damage (Melee): +40 insidious poison / +4 mind Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +8 mind When wielded/worn: Armour penetration: +12 Changes stats: +3 Cun Changes resistances: +8% all Changes resistances penetration: +10% blight / +12% physical / +12% nature / +10% arcane Changes damage: +15% blight / +12% physical / +6% mind Mindpower: +2 (+1 eff.) Mental crit. chance: +5% Sharp, short and deadly. |
Charged Focus (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Lightning Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+1 eff.) Maximum psi: +30.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
Great Caller (10-11 power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 35% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% cold / +8% fire / +8% physical Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+3 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 It can be used to activate talent Rage (costing 9 power out of 16/16) : Effective talent level: 4.0 Power cost: 9 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 25 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Writhing Essence of Nightmares (15-16.5 power, 20 apr, darkness damage)Requires: - Willpower 30 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Darkness Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +20 Crit. chance: +2.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +2 Wil Changes damage: +10% mind / +10% darkness Talent masteries: +0.20 Psionic / Nightmare +0.20 Cursed / Fears Mindpower: +15 (+3 eff.) Mental crit. chance: +3% It can be used to activate talent Waking Nightmare (costing 23 power out of 40/40) : Effective talent level: 2.0 Power cost: 23 out of 40/40. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 82.29 darkness damage each turn for 6 turns, and has a 36% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
Betolle the Radiancetickler (12-13.2 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural venom should be returned to the wyrm. This natural frost should be returned to the wyrm. Base power: 12.0 - 13.2 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% On weapon hit: * Slows global speed by 20% When wielded/worn: Armour: +9 Damage when hit (Melee): 16 acid / 8 light / 17 ice Changes stats: +4 Con / +6 Wil Changes resistances: +16% acid / +17% cold / +6% light Changes resistances penetration: +17% acid / +16% cold / +20% light Changes damage: +17% acid / +16% cold Life regen: +1.70 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Light radius: +4 Infravision radius: +2 Healing mod.: +24% Heals friendly targets nearby when you use a nature summon: +42 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. |
Lelidir (13.5-14.85 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural frost should be returned to the wyrm. Base power: 13.5 - 14.9 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% Burst (radius 2) on crit: +8 arcane When wielded/worn: Armour: +8 Damage when hit (Melee): 10 ice / 4 mind Changes resistances: +16% cold Changes resistances penetration: +8% cold / +10% mind / +9% darkness Changes damage: +21% darkness / +11% cold / +3% arcane / +9% mind Physical save: +6 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Equilibrium when hit: +1.70 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Oozing Heart (17-18.7 power, 25 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 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 (+3 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 12 power out of 20/20) : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 231.24 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. |
Ebonydare (17-18.7 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 physical When wielded/worn: Armour penetration: +7 Damage when hit (Melee): 20 fire / 8 temporal Changes stats: +3 Str Changes resistances: +20% fire Changes resistances penetration: +10% physical / +10% temporal / +20% darkness / +20% fire Changes damage: +18% fire Life regen: +2.00 Maximum life: +43.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Global speed: +6% Healing mod.: +27% Heals friendly targets nearby when you use a nature summon: +49 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. |
Emoletha the Sewerscar (15.5-17.05 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +8 darkness When wielded/worn: Damage when hit (Melee): 9 mind / 15 darkness Changes resistances penetration: +25% nature Changes damage: +6% nature / +25% mind / +21% darkness Mindpower: +11 (+2 eff.) Mental crit. chance: +9% 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. |
SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+2 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Noonwing the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting 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 On weapon hit: * 30% chance to corrode armour by 30% When wielded/worn: Accuracy: +23 (+4 eff.) Physical crit. chance: +23.0% Effects on ranged hit: * 27 arcane resource burn Changes stats: +2 Mag / +12 Wil / +11 Cun / +1 Con Changes resistances: +3% fire / +6% light / +9% nature Changes resistances penetration: +23% acid Changes damage: +6% light / +6% fire Talent mastery: +0.30 Wild-gift / Antimagic Life regen: +4.00 Mindpower: +23 (+5 eff.) Light radius: +4 Longbows are used to shoot arrows at your foes. |
ZoharadasRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). Travel speed: +200% Damage (Ranged): +13 lightning When wielded/worn: Changes stats: +2 Con Changes damage: +15% lightning Grants telepathy: Demon/Minor Demon/Major Spell save: +9 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
Kytir the Pussteel (0/21, 46-64.4 power, 23 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 46.0 - 64.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +23 Crit. chance: +11.5% Capacity: 21 When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * Slows global speed by 40% * 39% chance to disease Travel speed: +200% Damage (Ranged): +26 blight / +4 nature Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +8 nature Arrows are used with bows to pierce your foes to death. |
Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 70% Dex, 10% Mag, 50% Str Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
Pouch of the Subconscious (20/20, 38-45.6 power, 15 apr)Requires: - Dexterity 28 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 38.0 - 45.6 Uses stats: 10% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * 50% chance to reload 1 ammo Damage (Ranged): +25 mind / +30 mind slow You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Wind Worn Shot (25/25, 39-46.8 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Sameromiblek (6 def, 8 armour, 41 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 14 nature Changes resistances: +17% acid / +18% cold / +12% nature / +12% blight Talent granted: +2 Block Maximum life: +48.00 Handheld deflection devices. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block)Requires: - Strength 25 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+2 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Noonfury the stralite shield (10 def, 2 armour, 134 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Damage (Melee): 7 lightning / 7 cold Damage when hit (Melee): 20 lightning / 13 temporal / 8 light / 18 ice Changes resistances: +9% darkness / +13% temporal Changes resistances penetration: +5% light Talent granted: +4 Block Light radius: +2 Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (539) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Star's kiss (12 def, 3 armour, 211.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 40% chance to blind * 20% chance to daze at end of turn Changes stats: +6 Dex / +6 Mag / +7 Con Changes resistances: +20% lightning / +20% light / +3% nature Maximum wards: +6 lightning / +6 temporal / +5 blight / +6 fire / +6 cold Changes resistances penetration: +10% light Changes damage: +9% mind Talents granted: +1 Ward +5 Block Critical mult.: +20.00% Mindpower: +2 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +10 Handheld deflection devices. |
The Black Wall (12 def, 9 armour, 200 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+2 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
voratun shield 'Bloomwrack' (12 def, 3 armour, 184 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 20 temporal Changes stats: +7 Mag / +3 Wil / +2 Con Changes resistances: +30% cold / +20% temporal Maximum wards: +4 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Changes damage: +9% darkness / +15% nature Talents granted: +1 Ward +5 Block Maximum hate: +4.00 Mental crit. chance: +2% Activating this item is instant. It can be used to activate talent Time Shield, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (539) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Golendil the Cloudstun (5 def, 2 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour penetration: +3 Physical power: +4 (+1 eff.) Armour: +2 Defense: +5 (+1 eff.) Changes stats: +3 Dex Changes resistances: +2% physical / +30% fire / +30% darkness / +47% mind Changes resistances penetration: +30% lightning Changes damage: +6% physical / +20% fire / +6% light / +17% mind Physical save: +20 (+2 eff.) Spell save: +18 (+1 eff.) Mental save: +40 (+4 eff.) 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. |
elven-silk robe 'Flashtorrent' (5 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Effects on melee hit: * 39% chance to blind Damage when hit (Melee): 16 light Changes resistances: +27% acid / +6% arcane Changes damage: +18% acid / +33% darkness Light radius: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
drakeskin leather armour 'Willowburst' (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * Slows global speed by 47% * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 23 acid / 17 fire Damage when hit (Melee): 16 acid / 15 fire / 8 lightning Changes stats: +9 Cun / +9 Wil Changes resistances: +30% acid / +30% fire / +6% temporal Changes resistances penetration: +10% temporal Mental save: +25 (+2 eff.) Life regen: +8.00 Stamina each turn: +2.50 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of leather. |
Crackle's kiss (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +16% acid / +9% lightning Changes resistances penetration: +25% lightning Changes damage: +30% lightning A suit of armour made of mail. |
Airwar the stralite mail armour (4 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +2 Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 7 light Changes stats: +6 Str / +2 Wil / +4 Con Changes resistances: +10% blight / +10% darkness Changes resistances penetration: +5% lightning Life regen: +5.20 Stamina each turn: +1.70 Only die when reaching: -60.00 life Maximum life: +55.00 Maximum stamina: +20.00 Light radius: +2 A suit of armour made of mail. |
voratun mail armour 'Cinderbiter' (5 def, 29 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +29 Defense: +5 (+1 eff.) Fatigue: +6% Changes resistances: +9% acid / +6% lightning / +19% blight / +12% fire / +20% nature / +23% cold Reduced damage from: +15% Unnatural Physical save: +15 (+2 eff.) Mental save: +20 (+2 eff.) Poison immunity: +25% Stun/Freeze immunity: +15% Teleport immunity: +15% A suit of armour made of mail. |
Tarrasca (0 def, 50 armour)Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+5 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns, costing 14 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
Zedil (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +26% Damage when hit (Melee): 12 physical Changes resistances: +6% physical / +23% fire Changes damage: +3% physical Physical save: +16 (+2 eff.) Life regen: +3.00 Stamina each turn: +1.20 Only die when reaching: -40.00 life Maximum life: +64.00 Healing mod.: +14% A suit of armour made of metal plates. |
enlightening stralite plate armour of implacability (7 def, 22 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +22 Defense: +7 (+1 eff.) Fatigue: +18% Changes stats: +8 Cun / +8 Wil Physical save: +12 (+2 eff.) Mental save: +22 (+2 eff.) A suit of armour made of metal plates. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Eremeroddadur the BlackmightInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 16 darkness Changes resistances: +15% mind / +9% darkness Changes resistances penetration: +10% darkness / +10% mind Maximum life: +32.00 A belt that goes around your waist. |
Jaw of RogrothPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Vim per kill: +4.00 Maximum souls: +3.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +5% It can be used to deal darkness damage equal to your 350%% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium), costing 14 power out of 24/24. Rogroth's mouth happened to be about the same size as your waist. Interesting. |
HurastirInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +7 Str / +8 Dex / +13 Wil / +7 Cun / +1 Con Changes resistances: +12% blight / +3% temporal / +3% light / +21% acid Physical save: +37 (+4 eff.) Spell save: +20 (+2 eff.) Mental save: +34 (+3 eff.) Life regen: +0.40 Maximum life: +110.00 Maximum stamina: +5.00 Mindpower: +9 (+2 eff.) A belt that goes around your waist. |
skylord's drakeskin leather belt of the vagrantInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +7 Str / +7 Dex / +6 Wil / +6 Cun / +6 Con Physical save: +17 (+2 eff.) Spell save: +20 (+2 eff.) Mental save: +33 (+3 eff.) Mindpower: +10 (+2 eff.) A belt that goes around your waist. |
Xanoyagalle the Galereeve (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +12% darkness / +9% acid Changes resistances penetration: +7% darkness / +15% acid Changes damage: +6% acid / +9% darkness / +30% lightning Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Lorablek' (2 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +10 Defense: +2 (+0 eff.) Changes stats: +5 Cun / +3 Wil Changes resistances: +19% cold Physical save: +12 (+2 eff.) Mental save: +12 (+1 eff.) Confusion immunity: +20% Pinning immunity: +15% Teleport immunity: +25% Equilibrium when hit: +0.12 Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of mindcraft (2 def, 0 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +19% darkness Changes resistances penetration: +11% darkness Changes damage: +17% darkness Stealth bonus: +17 Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+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 814.32 cold damage and condensing the air into freezing vapors that deal 271.44 cold damage (based on Magic) each turn for 10 turns, costing 17 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
elven-silk cloak 'Blastweeper' (30 def, 10 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +10 Defense: +30 (+6 eff.) Ranged Defense: +12 (+2 eff.) Damage when hit (Melee): 12 lightning Changes stats: +8 Dex Changes damage: +18% light Critical mult.: +9.00% Physical save: +22 (+3 eff.) Spell save: +24 (+2 eff.) Mental save: +25 (+2 eff.) Stamina each turn: +1.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Singebrace' (3 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +3 (+0 eff.) Changes stats: +2 Cun Changes resistances: +9% temporal / +30% cold Changes damage: +9% fire Grants telepathy: Humanoid/Orc Physical save: +12 (+2 eff.) Spell save: +12 (+1 eff.) Disease immunity: +30% Silence immunity: +15% Stun/Freeze immunity: +15% Knockback immunity: +45% Only die when reaching: -80.00 life Maximum psi: +40.00 Mindpower: +4 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow elven-silk cloak of Eldoral (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+0 eff.) Changes stats: +4 Cun / +2 Dex Changes resistances: +25% darkness Changes resistances penetration: +20% darkness Changes damage: +25% darkness Stealth bonus: +25 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glowkill the pair of drakeskin leather boots (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -5% Changes stats: +6 Dex / +4 Cun / +15 Lck Changes resistances: +6% acid / +7% arcane / +3% lightning Critical mult.: +15.00% Stealth bonus: +15 Maximum encumbrance: +44 Physical save: +14 (+2 eff.) Spell save: +9 (+1 eff.) Maximum psi: +20.00 Light radius: +2 Heals friendly targets nearby when you use a nature summon: +40 A pair of boots made of leather. |
Nimbusglory (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Cun Changes resistances: +15% lightning / +15% temporal Changes resistances penetration: +15% arcane / +15% mind Changes damage: +15% lightning / +12% arcane / +18% mind Grants telepathy: Demon/Minor Demon/Major Mental save: +9 (+1 eff.) Mental crit. chance: +7% A pair of boots made of leather. |
Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+0 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 195 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. |
Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 14 power out of 24/24) : Effective talent level: 2.0 Power cost: 14 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 654.66 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Koretir the Radiancetrail (0 def, 9 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +15 Armour: +9 Effects on melee hit: * Slows global speed by 15% Damage (Melee): 13 mind Changes stats: +9 Dex / +8 Cun / +6 Con Changes resistances: +6% lightning / +1% physical / +10% mind Changes resistances penetration: +10% acid Changes damage: +11% mind Physical save: +25 (+3 eff.) Spell save: +8 (+0 eff.) Mental save: +10 (+1 eff.) Cut immunity: +15% Disarm immunity: +36% Confusion immunity: +10% Pinning immunity: +25% Teleport immunity: +10% Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 4.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Mirebrand' (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +20.0% Armour: +3 Changes stats: +6 Mag / +1 Wil / +6 Cun Changes resistances: +10% light / +10% darkness Changes resistances penetration: +5% nature Critical mult.: +14.00% Life regen: +3.30 Stamina each turn: +1.70 Maximum stamina: +40.00 Spell crit. chance: +20% Mental crit. chance: +20% Infravision radius: +2 Heals friendly targets nearby when you use a nature summon: +10 It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 221.54 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. |
elven-silk wizard hat 'Sunschism' (3 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Changes stats: +14 Cun / +12 Wil Changes resistances: +12% blight / +3% physical Changes damage: +6% light / +12% physical Psi each turn: +0.40 Mindpower: +16 (+3 eff.) Mental crit. chance: +5% Healing mod.: +25% A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 12 power out of 30/30) : Effective talent level: 1.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 142.34 to 427.03 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Mayaldarin the drakeskin leather cap (8 def, 14 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +4 (+1 eff.) Armour: +14 Defense: +8 (+1 eff.) Fatigue: +5% Changes stats: +5 Str / +4 Dex / +5 Cun / +5 Con Changes resistances: +15% lightning / +15% temporal / -31% light / +7% all Physical save: +27 (+3 eff.) Spell save: +21 (+2 eff.) Cut immunity: +20% Silence immunity: +10% Life regen: +8.00 Only die when reaching: -40.00 life Healing mod.: +10% A cap made of leather. |
Ulehek the Furnacejustice (0 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +11 Fatigue: +5% Damage when hit (Melee): 12 blight / 10 physical Changes stats: +12 Str / +3 Dex / +7 Wil / +3 Con Changes resistances: +9% fire / +15% physical Changes resistances penetration: +20% blight Physical save: +14 (+2 eff.) Spellpower: +2 (+0 eff.) Infravision radius: +4 See invisible: +9 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2130.4 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Wildmark (22 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +5 Defense: +22 (+4 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +5% Effects on melee hit: * Slows global speed by 15% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 nature Changes stats: +10 Cun / +9 Dex Changes resistances: +25% cold / +33% darkness / +7% arcane Allows you to breathe in: water Physical save: +10 (+1 eff.) Spell save: +6 (+0 eff.) Pinning immunity: +15% Infravision radius: +4 A cap made of leather. |
drakeskin leather cap 'Mavor' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Changes stats: +5 Str / +17 Lck / +6 Con Changes resistances: +18% acid / +6% lightning / +6% blight / +12% cold / +7% arcane / +15% nature Physical save: +15 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +15 (+1 eff.) Maximum life: +110.00 Spell crit. chance: +7% Mental crit. chance: +8% Healing mod.: +30% It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 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. |
drakeskin leather cap 'Porawen' (0 def, 5 armour)Infused by nature 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): 10 physical Changes stats: +5 Str / +10 Dex / +5 Wil Changes resistances: +23% darkness / +22% cold Changes resistances penetration: +5% mind Changes damage: +9% mind Allows you to breathe in: water Spell save: +9 (+1 eff.) Mana when firing critical spell: +3.00 Spellpower on spell critical (stacks up to 3 times): +2 Infravision radius: +8 Damage Shield penetration: +30% It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2130.4 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
Belarin (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Dex / +7 Wil Changes resistances: +5% arcane Changes resistances penetration: +15% arcane Critical mult.: +5.00% Spell save: +9 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 34 power out of 60/60) : Effective talent level: 1.0 Power cost: 34 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Borelathavon the Glarerupture (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to blind * 30% chance to disease Changes stats: +10 Dex Changes resistances: +6% acid / +9% fire / +25% darkness / +14% cold Changes resistances penetration: +15% blight Changes damage: +12% blight / +3% light / +6% lightning Physical save: +19 (+2 eff.) Light radius: +3 Infravision radius: +7 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Silonn the Starpierce (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +13 Str / +9 Dex / +4 Mag / +12 Wil / +6 Cun Changes resistances: +15% blight / +15% physical / +15% nature Physical save: +15 (+2 eff.) Mental save: +15 (+1 eff.) Light radius: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 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. |
2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 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. |
8 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 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. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+1 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Petrified Wood =slkdjfh=Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
928 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern 'Sepsisterror'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +3 Wil Changes resistances: +6% acid / +3% nature Changes resistances penetration: +15% nature Changes damage: +5% mind Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ShimmerblurInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Con Changes resistances: +7% blight / +6% lightning Changes damage: +9% temporal Mental save: +13 (+1 eff.) Life regen: +2.70 Light radius: +3 See stealth: +23 See invisible: +21 A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
dwarven-steel pickaxe 'Halelar' (dig speed 16 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +7 Str Changes damage: +6% mind / +8% fire Mental save: +9 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Kindleripper' (dig speed 23 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +2 Str Changes resistances: +5% arcane / +3% fire Changes damage: +18% light Physical save: +6 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +10 (+1 eff.) Disarm immunity: +10% Maximum life: +42.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Polylle' (dig speed 25 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +4 Changes stats: +3 Str / +3 Dex Changes resistances: +6% fire / +15% nature / +12% mind Changes damage: +10% nature Reduces incoming crit damage: 24.00% Physical save: +6 (+1 eff.) Mental save: +15 (+1 eff.) Cut immunity: +40% Pinning immunity: +20% Stun/Freeze immunity: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (1/1)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 14 power out of 25/25. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 112 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. |
Eramnir the yew totem of thorny skin [power 44] (1/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +5% arcane Changes resistances penetration: +5% arcane / +20% acid It can be used to harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Venomstone the yew totem of thorny skin [power 42] (1/12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 nature Changes resistances: +6% nature Changes resistances penetration: +15% blight Talents cooldown: Lay Web (-1 turn) Rushing Claws (-1 turn) Talents granted: +3 Lay Web +3 Rushing Claws It can be used to harden the skin for 7 turns increasing armour by 42 and armour hardiness by 50%, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Cuthalen the elven-wood totem of healing [power 200] (1/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +12% temporal Changes resistances penetration: +39% acid / +15% temporal Changes damage: +9% physical Physical save: +12 (+2 eff.) Life regen: +0.80 Maximum stamina: +45.00 Light radius: +4 Defense after a teleport: +23 Resist all after a teleport: +23% New effects duration reduction after a teleport: +23% It can be used to heal a target within range 9 (based on Willpower) for 200, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Layiwen [power 210] (1/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes resistances: +24% acid / +33% fire / +9% light Changes damage: +9% arcane Reduces incoming crit damage: 15.00% Mental save: +40 (+4 eff.) Blindness immunity: +40% Silence immunity: +15% Disarm immunity: +20% Confusion immunity: +20% Knockback immunity: +30% It can be used to heal a target within range 9 (based on Willpower) for 210, putting all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
quick elven-wood totem of thorny skin [power 40] (1/9 cooldown) =2_coldphase=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 60%, putting all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
Giba [power 90] (1/12 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Armour penetration: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Changes stats: +3 Wil / +1 Con Changes resistances: +3% lightning Changes damage: +9% mind Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +5 Lay Web Physical save: +49 (+5 eff.) Spell save: +6 (+0 eff.) Heals friendly targets nearby when you use a nature summon: +20 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 12 turns. Natural totems are made by powerful wilders to store nature power. |
Lightbringer's WandPowered 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 266 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 20 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By no dump. the Superhuman Cursed level 23
67th Dusk 122nd year of Ascendancy at 01:57 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By no dump. the Superhuman Cursed level 22
40th Dusk 122nd year of Ascendancy at 00:55 see stats
Ay ay captain! (Madness (Roguelike) difficulty)
Turn into a pirate!By no dump. the Superhuman Cursed level 37
23rd Haze 122nd year of Ascendancy at 00:19 see stats
Brave new world (Madness (Roguelike) difficulty)
Went to the Far East and took part in the war.By no dump. the Superhuman Cursed level 32
1st Time of Equilibrium 122nd year of Ascendancy at 02:39 see stats
Burnt to the ground (Madness (Roguelike) difficulty)
Gave the staff of absorption to the apprentice mage and watched the fireworks.By no dump. the Superhuman Cursed level 23
55th Dusk 122nd year of Ascendancy at 08:42 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By no dump. the Superhuman Cursed level 30
75th Dusk 122nd year of Ascendancy at 06:04 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By no dump. the Superhuman Cursed level 9
1st Summertide 122nd year of Ascendancy at 08:24 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By no dump. the Superhuman Cursed level 29
74th Dusk 122nd year of Ascendancy at 20:09 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By no dump. the Superhuman Cursed level 53
1st Wintertide 123rd year of Ascendancy at 10:58 see stats
Fear of Fours (Madness (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By no dump. the Superhuman Cursed level 48
52nd Haze 122nd year of Ascendancy at 18:03 see stats
Invasion from the Depths (Madness (Roguelike) difficulty)
Stopped a naga invasion by closing their portal.By no dump. the Superhuman Cursed level 46
51st Haze 122nd year of Ascendancy at 11:59 see stats
Is that how it feels to be an escort quest?! (Madness (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By no dump. the Superhuman Cursed level 54
2nd Regrowth 123rd year of Ascendancy at 11:26 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By no dump. the Superhuman Cursed level 10
7th Flare 122nd year of Ascendancy at 17:34 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By no dump. the Superhuman Cursed level 20
38th Dusk 122nd year of Ascendancy at 07:39 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By no dump. the Superhuman Cursed level 30
75th Dusk 122nd year of Ascendancy at 03:49 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By no dump. the Superhuman Cursed level 40
23rd Haze 122nd year of Ascendancy at 19:10 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By no dump. the Superhuman Cursed level 50
75th Haze 122nd year of Ascendancy at 13:07 see stats
Orcrist (Madness (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By no dump. the Superhuman Cursed level 46
51st Haze 122nd year of Ascendancy at 20:53 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By no dump. the Superhuman Cursed level 51
10th Decay 122nd year of Ascendancy at 18:11 see stats
Poisonous (Madness (Roguelike) difficulty)
Sided with the assassin lord.By no dump. the Superhuman Cursed level 13
20th Dusk 122nd year of Ascendancy at 20:46 see stats
Race through fire (Madness (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By no dump. the Superhuman Cursed level 39
23rd Haze 122nd year of Ascendancy at 18:42 see stats
Sheer Badassery! (Madness (Roguelike) difficulty)
Demonstrate your epic badassness to at least 100 foes!By no dump. the Superhuman Cursed level 37
23rd Haze 122nd year of Ascendancy at 03:10 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By no dump. the Superhuman Cursed level 25
72nd Dusk 122nd year of Ascendancy at 19:03 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By no dump. the Superhuman Cursed level 11
9th Flare 122nd year of Ascendancy at 05:00 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By no dump. the Superhuman Cursed level 31
75th Dusk 122nd year of Ascendancy at 06:56 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By no dump. the Superhuman Cursed level 8
77th Pyre 122nd year of Ascendancy at 13:13 see stats
The Legend of Garkul (Madness (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By no dump. the Superhuman Cursed level 47
51st Haze 122nd year of Ascendancy at 21:31 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By no dump. the Superhuman Cursed level 38
23rd Haze 122nd year of Ascendancy at 10:00 see stats
There and back again (Madness (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By no dump. the Superhuman Cursed level 50
5th Decay 122nd year of Ascendancy at 01:41 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By no dump. the Superhuman Cursed level 4
75th Pyre 122nd year of Ascendancy at 03:32 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By no dump. the Superhuman Cursed level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By no dump. the Superhuman Cursed level 21
39th Dusk 122nd year of Ascendancy at 11:37 see stats
Log
You gain 4.46 gold from the transmogrification of spiked dwarven-steel mail armour of implacability (3 def, 16 armour).
You gain 11.58 gold from the transmogrification of stormwoven woollen robe of life (0 def, 0 armour).
You gain 6.93 gold from the transmogrification of reinforced voratun shield of radiance (12 def, 15 armour, 294 block).
You gain 7.77 gold from the transmogrification of crackling dwarven-steel shield of crushing (8 def, 2 armour, 84 block).
You gain 25.00 gold from the transmogrification of Singeslice (6 def, 2 armour, 37.5 block).
You gain 25.00 gold from the transmogrification of quiver of ash arrows 'Layitira' (18/18, 20.5-28.7 power, 7 apr).
You gain 9.37 gold from the transmogrification of mighty dwarven-steel steamgun of true shot.
You gain 11.21 gold from the transmogrification of gunslinger's dwarven-steel steamgun of nature.
You gain 4.22 gold from the transmogrification of chilling dwarven-steel dagger of corruption (19-24.7 power, 7 apr).
You gain 25.00 gold from the transmogrification of Nimbusbearer (19.5-25.35 power, 6 apr).
You gain 9.18 gold from the transmogrification of warbringer's dwarven-steel waraxe of crippling (18.5-25.9 power, 4 apr).
You gain 8.26 gold from the transmogrification of glacial dwarven-steel waraxe of ruin (20-28 power, 4 apr).
You gain 25.00 gold from the transmogrification of Flarecutter (14-19.6 power, 3 apr).
You gain 9.40 gold from the transmogrification of elemental voratun mace of crippling (47.5-66.5 power, 6 apr).
You gain 25.00 gold from the transmogrification of steel longsword 'Blazeraze' (15-21 power, 3 apr).
You gain 4.82 gold from the transmogrification of truestriking iron greatsword of purging (18-28.8 power, 1 apr).
You gain 6.25 gold from the transmogrification of quick dwarven-steel greatmaul of erosion (41-61.5 power, 2 apr).
You gain 25.00 gold from the transmogrification of ash magestaff 'Gunokhad' (15-18 power, 3 apr, arcane element).
You gain 1.89 gold from the transmogrification of vision rune (radius 17; dur 29; see humanoid).
You gain 0.65 gold from the transmogrification of teleportation rune (range 103).
You gain 1.69 gold from the transmogrification of biting gale rune (262 cold damage; freeze 3 turns with power 22).
Saving done.
There is a stair back to the lake of Nur here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
No dump. deactivates Gloom.
Something is no longer being stalked by no dump..
No dump. deactivates Stalk.
No dump. deactivates Yarrrr!!.
No dump. deactivates Surge.
No dump. deactivates Exploit Weakness.





























































































































































































