Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Extra Dungeons Fixed 1.5.5Makes certain locations accessible to all characters. Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Additional Randart Properties 1.5.5 Inferno Race Pack 1.4.0Adds a collection of my races. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. 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: Pepper Pack 1.5.5Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. The Ruined 1.5.3Adds the Ruined, an afflicted subclass. Ruined are spell casters that have been twisted by the curse. Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Midnight 1.5.0Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Afflicted Dars 1.5.5Dars subclss for afflicted Orcnac Subrace 1.5.5Adds the Orcnac Subrace, the Orc equivilent of a Cornac. Item Vault Tweak 1.4.9No level/plot limits on the item vault. Warning: I have no idea how quests will react to vaulting key items. Adventurer Quality of life buff 1.5.0This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Dreamelf 1.5.5 Daze Tweak 1.5.5This addon will add a low-end threshold to damage values which will break the Daze effect equal to 5 + actor-level/2. This should prevent minor sources of damage from disrupting the effect, with the intent of improving the effectiveness of the status. Credit to ghostbuster for the idea and suggesting the scaling for the threshold. Zephyr 1.5.5 Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Harbinger 1.5.5 Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 50 / 3060% |
Size | big |
Lifes / Deaths | Killed by Xyta the orc high pyromancer at level 50 on the 37th Haze 122nd year of Ascendancy at 17:56 / 1 |
Primary Stats
Strength | 166 (base 60) |
Dexterity | 90 (base 48) |
Constitution | 128 (base 60) |
Magic | 90 (base 60) |
Willpower | 70 (base 60) |
Cunning | 91 (base 60) |
Resources
Mana | 485/485 |
Psi | 479/479 |
Life | 1008/1008 |
Paradox | 300 |
Stamina | 188/188 |
Hate | 51/112 |
Healing Factor | 2.0282105535002 |
Regeneration | 67.275223009218 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +115.21134272266% |
Spell | 0% |
Global | +144.375% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 10 |
See Stealth | 88.577197494342 |
See Invisible | 1584.5771974943 |
Offense: Mainhand
Damage | 99 |
Accuracy | 50 |
Crit Chance | 49% |
APR | 19 |
Speed | 0.91 |
Offense: Spell
Spellpower | 68 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Sound | +27% |
Acid | +44% |
Darkness | +41% |
Cold | +47% |
Blight | +19% |
Physical | +16% |
Mind | +74% |
All | +7% |
Offense: Damage Penetration
Acid | +20% |
Cold | +20% |
Blight | +20% |
Sound | +16% |
Mind | +89% |
All | 0% |
Defense: Base
Armour (hardiness) | 74.949670385096 (84.117647058824%) |
Defense | 66 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 72.7 |
Spell Save | 70 |
Mental Save | 73 |
Defense: Resistances
Acid | + 50%( 50%) |
Blight | + 45%( 70%) |
Arcane | + 2%( 50%) |
Mind | +100%(100%) |
All | + 16%( 70%) |
Physical | + 45%(100%) |
Lightning | + 70%( 70%) |
Light | + 24%( 70%) |
Temporal | + 34%( 70%) |
Sound | + 57%( 70%) |
Darkness | + 64%( 70%) |
Fire | + 70%( 70%) |
Cold | + 52%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 60% |
Poison Resistance | 15% |
Blind Resistance | 40% |
Disarm Resistance | 96% |
Bleed Resistance | 85% |
Teleport Resistance | 100% |
Pinning Resistance | 70% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 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 or physical effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 749 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1176% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 550 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Absorption | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Psionic / Solipsism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Psionic / Psi-fighting | 1.50 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Psychic Assault | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Terramorphism | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psychic Attack | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented striking | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Voracity | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Force of will | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Psionic / Psychic Gifts | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Psionic / Psychic Body | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed form | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Augmented mobility | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Scoundrel | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gestures | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Fending | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Agile Combatant | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Energy | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Dream Forge | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Fortress of Will |
talent | Telepathic Focus |
talent | Lacerating Strikes |
talent | Charged Shield |
talent | Verdant Blood |
talent | Psychic Combat |
talent | Beyond the Flesh |
talent | Mental Tyranny |
talent | Aura of Protection |
talent | Energy Decomposition |
talent | Deflection |
talent | Biokinesis |
talent | Genius Loci |
talent | Hypercognition |
talent | Kinetic Shield |
talent | Steelskin |
talent | Augmentation |
talent | Gesture of Pain |
talent | Skate |
talent | Earthen Body |
talent | Gloom |
talent | Forge Shield |
talent | Daunting Presence |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+44% global speed). Clarity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You failed to protect the lost sun paladin from death by Xynor the ghoulking. Escort: lost sun paladin (level 5 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Mayebeth the lesser vampire. Escort: lost warrior (level 2 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You failed to protect the temporal explorer from death by orc berserker. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You abandoned wandering musician to death. Escort: wandering musician (level 3 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by Yveratta the ghast. Escort: worried loremaster (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 have explored the Maze and vanquished the Minotaur. * 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 564. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed electric eel tail. * You've found the needed naga tongue. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed vial of fire wyrm saliva. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed pouch of faeros ash. * You've found the needed xorn fragment. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | 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 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 within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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
Psionic focus | bursting voratun greatsword of projection (60-96 power, 4 apr) bursting voratun greatsword of projection (60-96 power, 4 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 Base power: 60.0 - 96.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 2) on crit: +24 shocking sound When wielded/worn: Changes resistances penetration: +16% sound Massive two-handed swords. |
Light source | dwarven lantern 'Bregasadar' dwarven lantern 'Bregasadar'Requires: Powered by arcane forces Infused by nature 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Damage when hit (Melee): 30 fire Changes stats: +5 Con / +8 Mag Changes resistances: +15% blight / +9% fire / +9% mind / +3% arcane Blindness immunity: +10% Disease immunity: +10% Disarm immunity: +5% Life regen: +5.50 Spellpower: +15 (+4 eff.) Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Lavafame the elven-silk wizard hat (3 def, 0 armour) Lavafame the elven-silk wizard hat (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour Hardiness: +10% Defense: +3 (+1 eff.) Changes stats: +7 Cun / +7 Wil Changes resistances: +61% acid / +6% fire / +17% mind Changes damage: +37% acid / +19% mind Physical save: +15 (+0 eff.) Mental save: +20 (+5 eff.) Blindness immunity: +10% Poison immunity: +15% Maximum psi: +24.00 Mindpower: +15 (+4 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
On feet | Savior Shoes (10 def, 15 armour) Savior Shoes (10 def, 15 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +15 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +5% Changes stats: +6 Cun / +8 Con Changes resistances: +18% acid / +15% lightning / +15% cold / +15% fire / +1% all Critical mult.: +6.00% Physical save: +38 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +40 (+10 eff.) Cut immunity: +15% Disarm immunity: +5% Confusion immunity: +5% Life regen: +0.20 A pair of boots made of leather. |
On fingers | stralite ring 'Emaseth' stralite ring 'Emaseth'Requires: Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+3 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 17 bleed Effects on ranged hit: * 13% chance to cause random gloom Damage (Ranged): 13 bleed Changes stats: +6 Cun / +9 Mag Changes resistances: +6% mind Changes damage: +6% blight / +7% all Spell save: +18 (+1 eff.) Blindness immunity: +20% Knockback immunity: +10% Hate when firing a critical mind attack: +3.00 Maximum stamina: +10.00 Maximum hate: +12.00 Spellpower: +14 (+4 eff.) Mindpower: +17 (+5 eff.) Healing mod.: +10% It can be used to activate talent Bleeding Edge, placing all other charms into a 10 cooldown : Effective talent level: 6.0 Power cost: 10 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 177% weapon damage. If the attack hits, the target will bleed for 331% weapon damage over 7 turns, and all healing will be reduced by 82%. Rings can have magical properties. |
On fingers | Arikira the voratun ring Arikira the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+3 eff.) Damage (Melee): 12 acid Changes stats: +9 Str / +10 Con Changes resistances: +29% acid / +38% darkness / +40% sound / +28% cold / +30% fire / +3% mind / +27% lightning Changes damage: +20% sound / +19% darkness / +3% mind Mental save: +35 (+9 eff.) Mindpower: +6 (+2 eff.) Talent on hit(mindpower): Flamespit (5% chance level 1). Rings can have magical properties. |
Around neck | Zubunor the Deepsprophet Zubunor the DeepsprophetInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Fatigue: -10% Damage when hit (Melee): 4 temporal Changes stats: +7 Dex / +9 Cun / +8 Con Changes resistances: +9% light Changes damage: +15% darkness / +9% physical Cut immunity: +70% Life regen: +1.50 Stamina each turn: +1.50 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Movement speed: +10% Combat speed: +10% Healing mod.: +30% It can be used to activate talent Heal, placing all other charms into a 18 cooldown : Effective talent level: 1.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 259 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | Blightning Staff (40-48 power, 6 apr, cold element) Blightning Staff (40-48 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 40.0 - 48.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 temporal When wielded/worn: Changes resistances: +6% temporal / +6% fire Changes resistances penetration: +20% blight / +20% cold Changes damage: +6% blight / +40% cold Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +35 (+9 eff.) Spell crit. chance: +9% It can be used to conjure elemental energy in a radius 10 cone, dealing 105.75 to 126.90 cold damage, putting all charms on cooldown for 4 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | Emelyta the Umbraparry (0 def, 2 armour) Emelyta the Umbraparry (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +2 Damage (Melee): 16 darkness Damage when hit (Melee): 4 darkness Changes resistances: +9% darkness Changes resistances penetration: +20% acid Physical save: +8 (+0 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +38% When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 167% When this weapon hits: Perfect Control (20% chance level 5). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | Elenymas ElenymasInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +2 Armour: +2 Defense: +22 (+5 eff.) Changes stats: +3 Cun / +6 Con Changes resistances: +25% lightning / +15% temporal / +10% darkness / +10% mind / +9% sound Changes resistances penetration: +20% mind Stealth bonus: +15 Mental save: +15 (+4 eff.) Psi when hit: +0.04 Psi when firing a critical mind attack: +2.00 Maximum life: +20.00 Mindpower: +10 (+3 eff.) A belt that goes around your waist. |
Cloak | Grinygen (2 def, 0 armour) Grinygen (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to disease Damage (Melee): 8 blight Changes stats: +3 Mag / +3 Wil Changes resistances: +6% mind Changes resistances penetration: +20% mind Changes damage: +15% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | psion's elven-silk robe of life (5 def, 0 armour) psion's elven-silk robe of life (5 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +20% blight Changes resistances penetration: +19% mind Changes damage: +20% mind Life regen: +6.00 Psi each turn: +1.00 Maximum life: +95.00 Maximum psi: +34.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Healing mod.: +28% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
heroism infusion of the warrior (+29 for 11 turns, die at -1195) heroism infusion of the warrior (+29 for 11 turns, die at -1195)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 29 for 11 turns. While Heroism is active, you will only die when reaching -1195 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heat beam rune of the warrior (518 fire damage) heat beam rune of the warrior (518 fire damage)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: 7 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 517.67 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. 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. |
invisibility rune of the warrior (power 25 for 7 turns) invisibility rune of the warrior (power 25 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 25) for 7 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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 25; power 74; dur 6) phase door rune of the warrior (range 25; power 74; dur 6)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 25. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 74%, your defense is increased by 74 and all your resistances by 74%. 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. |
shielding rune of the warrior (absorb 917 for 8 turns) shielding rune of the warrior (absorb 917 for 8 turns)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: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 917 damage for 8 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the warrior (range 241) teleportation rune of the warrior (range 241)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: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 241 with a minimum range of 15. 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. |
Choker of Dread 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 30 power out of 60/60. The evilness of undeath radiates from this amulet. |
Nerabeth the gold ring Nerabeth the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+1 eff.) Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +6 Str / +4 Dex / +4 Cun / +6 Con Talent mastery: +0.30 Spell / Necrotic might Stun/Freeze immunity: +5% Teleport immunity: +10% Rings can have magical properties. |
voratun ring 'Blasthunt' voratun ring 'Blasthunt'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 8 acid / 4 lightning Changes resistances: +40% acid / +40% fire / +34% nature Changes resistances penetration: +15% lightning Changes damage: +29% acid / +20% fire / +17% nature Life regen: +2.00 Maximum life: +100.00 Healing mod.: +30% Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)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: 78% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 (+1 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Dourscar (57.5-86.25 power, 4 apr) Dourscar (57.5-86.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to inflict 15% damage reduction * 17% chance to disease Damage (Melee): +27 blight / +27 darkness Damage against: +14% Living When wielded/worn: Accuracy: +17 (+6 eff.) Damage (Melee): 4 fire Changes stats: +7 Dex Changes resistances: +3% darkness Changes damage: +3% darkness / +9% fire Stealth bonus: +10 Disease immunity: +38% Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Massive two-handed battleaxes. |
Eksatin's Ultimatum (63-94.5 power, 25 apr) Eksatin's Ultimatum (63-94.5 power, 25 apr)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: 63.0 - 94.5 Uses stat: 78% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Rainbow Bursthewer (62.5-93.75 power, 4 apr) Rainbow Bursthewer (62.5-93.75 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 62.5 - 93.8 Uses stat: 72% Wil Damage type: Fire Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Random elemental explosion Burst (radius 1) on hit: +64 fire When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +21 Armour: +6 Damage when hit (Melee): 16 darkness Changes resistances penetration: +17% acid / +21% physical / +24% fire / +24% lightning / +17% cold Changes damage: +6% fire Maximum life: +20.00 Massive two-handed battleaxes. |
Arandur the voratun greatmaul (86-129 power, 4 apr) Arandur the voratun greatmaul (86-129 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 86.0 - 129.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +84 insidious poison When wielded/worn: Physical power: +21 (+4 eff.) Effects on melee hit: * 23% chance to disease Damage (Melee): 16 mind Changes stats: +10 Con Changes resistances penetration: +25% blight / +21% physical / +17% mind / +19% darkness Disarm immunity: +34% Psi when hit: +0.12 Mindpower: +4 (+1 eff.) Massive two-handed mauls. |
voratun greatmaul 'Weephunger' (66.5-99.75 power, 4 apr) voratun greatmaul 'Weephunger' (66.5-99.75 power, 4 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.5 - 99.8 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 28 arcane resource burn On weapon crit: * burns latent spell energy * cripple the target When wielded/worn: Accuracy: +17 (+6 eff.) Physical crit. chance: +21.0% Defense: +21 (+5 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +3 Wil Disarm immunity: +46% Maximum psi: +10.00 Heals friendly targets nearby when you use a nature summon: +40 Massive two-handed mauls. |
Druidknight's Falchion (64-102.4 power, 4 apr) Druidknight's Falchion (64-102.4 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 64.0 - 102.4 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +40 (+13 eff.) Defense: +21 (+5 eff.) Changes stats: +10 Str / +2 Mag / +3 Wil Changes resistances: +28% all Changes resistances penetration: +10% blight / +42% nature / +10% arcane Changes damage: +20% physical Spell save: +3 (+0 eff.) Disarm immunity: +67% Mana each turn: +0.08 Stamina when hit: +4.00 Maximum mana: +80.00 Massive two-handed swords. |
Duvydrarek the Dazzlesage (60-96 power, 4 apr) Duvydrarek the Dazzlesage (60-96 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing Damage (Melee): +84 cold Burst (radius 1) on hit: +12 light When wielded/worn: Physical crit. chance: +20.0% Physical power: +37 (+7 eff.) Damage when hit (Melee): 12 light Changes stats: +9 Con Changes resistances: +3% lightning Changes resistances penetration: +17% physical Mental save: +6 (+2 eff.) Disarm immunity: +48% Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Massive two-handed swords. |
Genocide (42-67.2 power, 4 apr) 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: 72% Wil Damage type: Physical 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. |
Zombiehewer (61.5-98.4 power, 4 apr) Zombiehewer (61.5-98.4 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 40% chance to daze at end of turn On weapon crit: * splashes the target with acid * wounds the target for 7 turns: 23 bleeding, 72% reduced healing Damage (Melee): +27 acid / +28 light Burst (radius 1) on hit: +8 lightning Damage against: +42% Undead When wielded/worn: Armour penetration: +19 Physical crit. chance: +16.0% Physical power: +16 (+3 eff.) Damage (Melee): 4 lightning Changes resistances penetration: +21% physical Changes damage: +3% arcane / +21% physical Talent on hit(mindpower): Mana Clash (5% chance level 1). Massive two-handed swords. |
Charbolt the voratun longsword (57.5-80.5 power, 6 apr) Charbolt the voratun longsword (57.5-80.5 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: 57.5 - 80.5 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Sunder Mind (10% chance level 2). Damage (Melee): +8 mind / +4 fire Burst (radius 2) on crit: +30 ice When wielded/worn: Accuracy: +15 (+5 eff.) Physical power: +15 (+3 eff.) Armour: +15 Defense: +15 (+4 eff.) Damage (Melee): 4 arcane / 4 fire Damage when hit (Melee): 8 arcane Changes stats: +7 Con Changes resistances penetration: +14% physical / +15% cold Changes damage: +9% mind Disarm immunity: +85% Sharp, long, and deadly. |
Delothad (60-84 power, 8 apr) Delothad (60-84 power, 8 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 60.0 - 84.0 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Armour penetration: +29 Physical crit. chance: +11.0% Physical power: +10 (+2 eff.) Damage when hit (Melee): 12 acid Changes resistances penetration: +15% acid / +38% physical Changes damage: +30% physical Sharp, long, and deadly. |
Emalranne (54.5-76.3 power, 6 apr) Emalranne (54.5-76.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 54.5 - 76.3 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% 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) On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +30% Damage (Melee): +12 acid Burst (radius 2) on crit: +30 ice When wielded/worn: Armour: +15 Changes resistances penetration: +5% acid / +13% cold Changes damage: +12% arcane Spell save: +3 (+0 eff.) Spell crit. chance: +2% Talent on hit(spell): Soul Rot (5% chance level 1). Sharp, long, and deadly. |
Greenrune the voratun longsword (44-61.6 power, 6 apr) Greenrune the voratun longsword (44-61.6 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 / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Agony (5% chance level 1). When this weapon hits: Reclaim (5% chance level 2). On weapon hit: * 20% chance to torment the target On weapon crit: * cripple the target Damage (Melee): +28 cold When wielded/worn: Armour penetration: +15 Physical crit. chance: +26.0% Damage when hit (Melee): 4 mind Changes stats: +1 Cun Changes resistances penetration: +15% mind / +15% darkness Critical mult.: +16.00% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Heals friendly targets nearby when you use a nature summon: +10 Sharp, long, and deadly. |
Grinyhor (45-63 power, 6 apr) Grinyhor (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: 60% Wil Damage type: Fire Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Circle of Shifting Shadows (5% chance level 1). On weapon hit: * 35% chance to corrode armour by 30% Damage (Melee): +20 nature / +10 temporal When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +15 Physical power: +15 (+3 eff.) Changes stats: +7 Con Changes resistances penetration: +13% acid / +30% physical Changes damage: +2% all Spell save: +30 (+1 eff.) Disarm immunity: +29% Life regen: +2.30 Spellpower: +4 (+1 eff.) See invisible: +6 Movement speed: +10% Sharp, long, and deadly. |
Ichorblade (52.5-73.5 power, 6 apr) Ichorblade (52.5-73.5 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 52.5 - 73.5 Uses stat: 60% Wil Damage type: Physical 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: * 40% chance to corrode armour by 30% * 18% chance to disease On weapon crit: * cripple the target Damage (Melee): +41 insidious poison / +20 blight Burst (radius 1) on hit: +8 arcane When wielded/worn: Physical crit. chance: +15.0% Damage (Melee): 4 acid Changes resistances: +6% arcane Changes resistances penetration: +5% acid Changes damage: +3% arcane Disease immunity: +35% Sharp, long, and deadly. |
Lightning Ballblade (55.5-77.7 power, 6 apr) Lightning Ballblade (55.5-77.7 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 / longsword ; tier 5 Base power: 55.5 - 77.7 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Damage (Melee): +20 lightning When wielded/worn: Physical crit. chance: +14.0% Damage (Melee): 8 lightning Changes stats: +2 Str / +2 Dex / +2 Wil / +5 Con / +2 Lck Sharp, long, and deadly. |
Lightsorrow (42-58.8 power, 6 apr) Lightsorrow (42-58.8 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to disease * 25% chance to put talents on cooldown Damage (Melee): +29 blight / +16 light / +30 cold When wielded/worn: Armour penetration: +15 Damage (Melee): 4 light Changes resistances: +2% physical Changes resistances penetration: +15% physical Changes damage: +15% physical Critical mult.: +3.00% Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Mindpower: +6 (+2 eff.) Sharp, long, and deadly. |
Plaguenail the voratun longsword (43-60.2 power, 6 apr) Plaguenail the voratun longsword (43-60.2 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing Damage (Melee): +60 insidious poison / +8 mind Burst (radius 2) on crit: +8 nature When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +14 Physical crit. chance: +15.0% Physical power: +14 (+3 eff.) Changes stats: +2 Wil Changes resistances penetration: +15% physical Changes damage: +9% arcane / +6% mind Critical mult.: +15.00% Sharp, long, and deadly. |
Urendur (44-61.6 power, 6 apr) Urendur (44-61.6 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: 44.0 - 61.6 Uses stat: 60% Wil Damage type: Physical 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 inflict 15% damage reduction * 18% chance to disease * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing Damage (Melee): +20 blight Burst (radius 1) on hit: +12 blight When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +13 Physical crit. chance: +30.0% Physical power: +17 (+3 eff.) Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Changes stats: +2 Con Critical mult.: +18.00% Disease immunity: +31% Stamina each turn: +0.20 Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Sharp, long, and deadly. |
Wanderer's Longblade (59-82.6 power, 6 apr) Wanderer's Longblade (59-82.6 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: 59.0 - 82.6 Uses stat: 60% Wil Damage type: Physical 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): +30 cold When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +12 Physical crit. chance: +10.0% Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 8 nature Changes stats: +1 Str / +1 Dex Changes resistances penetration: +5% nature / +14% physical Grants telepathy: Demon/Minor Humanoid/Orc Demon/Major Talent mastery: +0.30 Performer / Wanderer Sharp, long, and deadly. |
Wildwarrior's Blade (42.5-59.5 power, 6 apr) Wildwarrior's Blade (42.5-59.5 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: 42.5 - 59.5 Uses stat: 60% Wil Damage type: Acid Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 34% chance to corrode armour by 30% On weapon crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing When wielded/worn: Physical crit. chance: +15.0% Physical power: +30 (+6 eff.) Effects on melee hit: * Slows global speed by 35% Changes stats: +1 Mag / +3 Wil / +4 Cun / +7 Con Changes resistances: +12% acid / +10% all Changes resistances penetration: +15% acid / +12% physical / +14% nature Talent mastery: +0.10 Wild-gift / Summoning (augmentation) Disarm immunity: +35% Life regen: +2.50 Infravision radius: +2 Sharp, long, and deadly. |
Withering Sunsword (42.5-59.5 power, 6 apr) Withering Sunsword (42.5-59.5 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: 42.5 - 59.5 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 29% chance to disease On weapon crit: * cripple the target Damage (Melee): +12 blight Burst (radius 1) on hit: +20 fire Burst (radius 2) on crit: +8 light When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +15.0% Effects on melee hit: * 23% chance to disease Damage when hit (Melee): 4 fire Changes stats: +7 Dex Changes resistances: +18% light Changes damage: +9% fire Sharp, long, and deadly. |
voratun longsword 'Zyhad' (42.5-59.5 power, 6 apr) voratun longsword 'Zyhad' (42.5-59.5 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 35% chance to daze at end of turn * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage (Melee): +20 acid When wielded/worn: Physical power: +15 (+3 eff.) Damage (Melee): 12 physical Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +11 Con Changes resistances: +3% fire / +4% physical Changes resistances penetration: +15% lightning / +15% physical Spell save: +20 (+1 eff.) Disarm immunity: +35% Stun/Freeze immunity: +5% Sharp, long, and deadly. |
Betemina the Pitchscar (47.5-66.5 power, 6 apr) Betemina the Pitchscar (47.5-66.5 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing * cripple the target Damage (Melee): +20 light Damage against: +26% Undead When wielded/worn: Physical crit. chance: +22.0% Physical power: +15 (+3 eff.) Changes stats: +3 Wil Changes resistances: +3% darkness Changes damage: +6% temporal Mental save: +10 (+3 eff.) Hate when firing a critical mind attack: +4.00 Maximum hate: +6.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Reduces paradox anomalies(equivalent to willpower): +15 Blunt and deadly. |
Lil Mjolnir (43.5-60.9 power, 6 apr) Lil Mjolnir (43.5-60.9 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 43.5 - 60.9 Uses stat: 60% Wil Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +17 lightning / +53 insidious poison When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +30 Damage (Melee): 4 arcane Damage when hit (Melee): 20 lightning Changes resistances: +3% lightning Changes resistances penetration: +15% lightning / +28% physical Changes damage: +3% blight / +15% physical Mana each turn: +0.04 Maximum mana: +40.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Blunt and deadly. |
Mayomina the Blindsaw (46.5-65.1 power, 6 apr) Mayomina the Blindsaw (46.5-65.1 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 / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 60% Wil Damage type: Light Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +20 darkness / +20 light Damage against: +14% Living / +27% Undead When wielded/worn: Accuracy: +14 (+5 eff.) Physical crit. chance: +14.0% Effects on melee hit: * 15% chance to blind Damage (Melee): 4 darkness Changes stats: +7 Str Changes resistances: +3% darkness Changes resistances penetration: +10% light Changes damage: +21% darkness / +15% physical Stamina when hit: +2.50 Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Light radius: +2 Blunt and deadly. |
Radharab (48-67.2 power, 6 apr) Radharab (48-67.2 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 48.0 - 67.2 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing * wounds the target for 7 turns: 23 bleeding, 72% reduced healing Damage (Melee): +19 light Burst (radius 1) on hit: +20 fire Damage against: +29% Undead When wielded/worn: Physical crit. chance: +26.0% Physical power: +28 (+5 eff.) Armour: +4 Changes resistances: +9% fire Changes resistances penetration: +25% arcane Spell save: +6 (+0 eff.) Vim when firing critical spell: +5.00 Damage Shield penetration: +30% Blunt and deadly. |
Shocklub (59.5-83.3 power, 6 apr) Shocklub (59.5-83.3 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 59.5 - 83.3 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown On weapon crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing Damage (Melee): +20 lightning When wielded/worn: Physical crit. chance: +13.0% Physical power: +10 (+2 eff.) Armour Hardiness: +10% Changes stats: +3 Str Changes resistances: +6% blight / +6% temporal / +6% mind Mental save: +3 (+1 eff.) Disease immunity: +5% Blunt and deadly. |
Sneak's Billy (60-84 power, 6 apr) Sneak's Billy (60-84 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 60.0 - 84.0 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target When wielded/worn: Accuracy: +15 (+5 eff.) Physical crit. chance: +15.0% Defense: +15 (+4 eff.) Effects on melee hit: * 35% chance to daze at end of turn Changes resistances: +3% darkness Stealth bonus: +10 Disarm immunity: +50% Maximum pos.energy: +5.00 Maximum neg.energy: +5.00 Blunt and deadly. |
voratun mace 'Halyravor' (74.5-104.3 power, 6 apr) voratun mace 'Halyravor' (74.5-104.3 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 74.5 - 104.3 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 111% When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +15 Physical crit. chance: +3.0% Changes stats: +10 Dex / +3 Con Changes resistances: +9% mind Changes resistances penetration: +14% physical Changes damage: +12% physical Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +4 (+1 eff.) Blunt and deadly. |
voratun mace 'Sunbreeze' (45.5-63.7 power, 6 apr) voratun mace 'Sunbreeze' (45.5-63.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +13 fire When wielded/worn: Accuracy: +21 (+7 eff.) Armour penetration: +7 Damage when hit (Melee): 4 light Changes stats: +5 Str Changes resistances: +6% light Changes resistances penetration: +25% blight / +10% physical / +20% light Changes damage: +10% physical Stamina when hit: +2.30 Blunt and deadly. |
Tulodar the Earthumbra (15-16.5 power, 40 apr, mind damage) Tulodar the Earthumbra (15-16.5 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar is wrathful to the hated. Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Sunburst (5% chance level 3). Burst (radius 1) on hit: +8 lightning / +8 light When wielded/worn: Damage (Melee): 4 lightning Damage when hit (Melee): 12 nature Changes resistances: +15% nature Changes damage: +9% nature Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +17% Talent on hit(mindpower): Flamespit (5% chance level 1). 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. |
absorbing living mindstar of frost (17.5-19.25 power, 40 apr, nature damage) absorbing living mindstar of frost (17.5-19.25 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural frost should be returned to the wyrm. This mindstar absorbs psionic energy that needs to be projected. Base power: 17.5 - 19.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +10 Damage when hit (Melee): 20 ice Changes resistances: +25% lightning / +41% cold / +22% fire Changes resistances penetration: +20% cold Changes damage: +20% cold Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Talents cooldown: Kinetic Leech (+0(-) turn) Kinetic Shield (+0(-) turn) Charge Leech (+0(-) turn) Thermal Leech (+0(-) turn) Thermal Shield (+0(-) turn) Charged Shield (+0(-) turn) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Blinkbard's Foil (39-54.6 power, 7 apr) Blinkbard's Foil (39-54.6 power, 7 apr)Requires: - Cunning 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / rapier ; tier 5 Base power: 39.0 - 54.6 Uses stat: 84% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 35% chance to cause random gloom * 25% chance to put talents on cooldown Damage (Melee): +20 mind This is a bardic weapon. When wielded/worn: Accuracy: +30 (+10 eff.) Defense: +13 (+3 eff.) Changes stats: +6 Str / +4 Wil / +6 Cun Changes damage: +15% physical Poison immunity: +10% Disarm immunity: +50% Pinning immunity: +20% Stun/Freeze immunity: +15% Stamina when hit: +2.50 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
Masterbard's Rapier (61-85.4 power, 7 apr) Masterbard's Rapier (61-85.4 power, 7 apr)Requires: - Cunning 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / rapier ; tier 5 Base power: 61.0 - 85.4 Uses stat: 84% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 111% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +20 temporal Burst (radius 2) on crit: +20 shocking sound This is a bardic weapon. When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Armour: +4 Damage when hit (Melee): 19 temporal Changes stats: +3 Con / +1 Mag Changes resistances: +18% temporal Changes resistances penetration: +15% sound Spell crit. chance: +3% Pointy, thin and deadly. Rapiers are made for people of great Cunning and nimble hands and as such they require dagger mastery to be used correctly. |
Mayenn the Fogwake (30-36 power, 6 apr, arcane element) Mayenn the Fogwake (30-36 power, 6 apr, arcane element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +8.0% Physical power: +11 (+2 eff.) Effects on melee hit: * 20 arcane resource burn Changes stats: +11 Con Changes resistances: +3% cold Changes damage: +30% arcane / +3% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% Life regen: +3.00 Spellpower: +39 (+10 eff.) Spell crit. chance: +8% Healing mod.: +47% Talent on hit(nature): Slime Spit (5% chance level 1). Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Dazzleream' (30-36 power, 6 apr, lightning element) dragonbone magestaff 'Dazzleream' (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces Infused by nature 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 Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Firebeam (5% chance level 1). When wielded/worn: Physical crit. chance: +26.0% Changes stats: +6 Mag / +8 Wil / +6 Con Changes resistances: +6% light Changes resistances penetration: +10% light Changes damage: +30% lightning / +2% all Talent granted: +1 Command Staff Critical mult.: +37.00% Life regen: +2.00 Maximum mana: +89.00 Spellpower: +35 (+9 eff.) Spell crit. chance: +5% Infravision radius: +1 See invisible: +12 Healing mod.: +30% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Weepblur' (30-36 power, 6 apr, cold element) dragonbone magestaff 'Weepblur' (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +10 (+2 eff.) Effects on melee hit: * 16% chance to blind Damage (Melee): 8 blight Changes resistances: +3% blight Changes resistances penetration: +15% cold Changes damage: +30% cold Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Light radius: +3 Talent on hit(nature): Slime Spit (5% chance level 1). Talent on hit(mindpower): Acidfire (5% chance level 1). It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 1.5 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 102.11 light damage. Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Marab' (32-38.4 power, 6 apr, darkness element) dragonbone starstaff 'Marab' (32-38.4 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: 32.0 - 38.4 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +16% darkness / +9% cold Changes damage: +32% darkness Talent granted: +1 Command Staff Reduces incoming crit damage: 10.00% Mental save: +9 (+3 eff.) Poison immunity: +10% Stun/Freeze immunity: +20% Mana each turn: +1.14 Maximum mana: +198.00 Maximum stamina: +20.00 Spellpower: +33 (+8 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 15 turns. Staves designed for wielders of magic, by the greats of the art. |
Charoderak the Wildthorn (40-56 power, 6 apr) Charoderak the Wildthorn (40-56 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 40% * 20% chance to torment the target * Random elemental explosion On weapon crit: * splashes the target with acid Damage (Melee): +15 acid / +20 light Burst (radius 2) on crit: +4 acid Damage against: +30% Undead When wielded/worn: Changes resistances: +6% acid Changes resistances penetration: +15% acid / +15% darkness / +17% fire / +17% cold / +11% mind / +17% lightning Changes damage: +3% acid Talent on hit(mindpower): Flamespit (5% chance level 2). One-handed war axes. |
Deluhek (56.5-79.1 power, 6 apr) Deluhek (56.5-79.1 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: 56.5 - 79.1 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction * 25% chance to put talents on cooldown * 20% chance to curse the target Damage (Melee): +11 darkness Damage against: +19% Living When wielded/worn: Armour: +6 Changes stats: +4 Cun / +2 Str Changes resistances penetration: +25% physical Healing mod.: +10% One-handed war axes. |
Elenorin the stralite waraxe (29-40.6 power, 5 apr) Elenorin the stralite waraxe (29-40.6 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 29.0 - 40.6 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 11% chance to inflict 15% damage reduction * 25% chance to put talents on cooldown * 20% chance to curse the target On weapon crit: * splashes the target with acid Damage (Melee): +13 acid Burst (radius 2) on crit: +4 acid When wielded/worn: Damage when hit (Melee): 8 temporal Changes resistances: +3% acid Changes damage: +3% acid / +9% temporal One-handed war axes. |
Heattouch (54-75.6 power, 10 apr) Heattouch (54-75.6 power, 10 apr)Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 54.0 - 75.6 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 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) Damage Shield penetration (this weapon only): +40% When wielded/worn: Physical crit. chance: +2.0% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Effects on melee hit: * 26% chance to disease Damage when hit (Melee): 12 fire Changes resistances penetration: +20% physical Critical mult.: +9.00% Stamina each turn: +0.60 One-handed war axes. |
Magewarrior's Stormchopper (38.5-53.9 power, 6 apr) Magewarrior's Stormchopper (38.5-53.9 power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 38.5 - 53.9 Uses stat: 60% Wil Damage type: Mind Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Synaptic Static (5% chance level 2). On weapon hit: * 70% chance to daze at end of turn Damage (Melee): +54 insidious poison Burst (radius 2) on crit: +8 mind When wielded/worn: Armour penetration: +13 Physical crit. chance: +15.0% Changes stats: +7 Str / +8 Dex / +8 Mag / +8 Wil / +8 Cun / +7 Con Changes resistances: +6% arcane Changes resistances penetration: +28% lightning / +20% arcane Critical mult.: +20.00% Maximum mana: +20.00 Spellpower: +4 (+1 eff.) One-handed war axes. |
Malediction (55-66 power, 15 apr) Malediction (55-66 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+5 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
Neyon the Phoenixbane (49-68.6 power, 6 apr) Neyon the Phoenixbane (49-68.6 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 49.0 - 68.6 Uses stat: 60% Wil Damage type: Blight Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +20 acid / +8 fire When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +13 Physical crit. chance: +13.0% Defense: +15 (+4 eff.) Damage (Melee): 8 blight Damage when hit (Melee): 4 fire Changes resistances penetration: +10% blight Changes damage: +18% blight / +3% fire / +6% light Critical mult.: +20.00% Disarm immunity: +46% One-handed war axes. |
voratun waraxe 'Bogire' (41.5-58.1 power, 6 apr) voratun waraxe 'Bogire' (41.5-58.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature 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: 60% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 35% chance to corrode armour by 30% Damage (Melee): +20 darkness Damage against: +19% Living When wielded/worn: Armour penetration: +11 Damage (Melee): 4 nature Changes stats: +6 Mag / +7 Wil Changes resistances penetration: +15% acid / +15% physical Changes damage: +6% arcane / +15% physical Life regen: +2.50 Spellpower: +15 (+4 eff.) Talent on hit(nature): Mana Clash (5% chance level 1). Talent on hit(mindpower): Slime Spit (5% chance level 1). One-handed war axes. |
voratun waraxe 'Sunglean' (41.5-58.1 power, 6 apr) voratun waraxe 'Sunglean' (41.5-58.1 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 60% Wil Damage type: Blight Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 47% chance to disease * Random elemental explosion On weapon crit: * splashes the target with acid Damage (Melee): +20 acid Burst (radius 1) on hit: +19 fire When wielded/worn: Accuracy: +15 (+5 eff.) Effects on melee hit: * 23% chance to disease * 35% chance to blind Damage (Melee): 4 blight Changes stats: +7 Str Changes resistances penetration: +17% acid / +17% fire / +17% lightning / +17% cold Changes damage: +12% blight / +15% physical Stamina when hit: +2.30 One-handed war axes. |
Beloldatta BeloldattaInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Damage (Melee): 16 arcane Changes stats: +5 Str / +1 Dex / +4 Wil / +6 Con Changes resistances: +10% acid / +9% cold / +15% sound / +10% fire / +9% arcane / +10% lightning Reduces incoming crit damage: 10.00% Physical save: +40 (+1 eff.) Mental save: +13 (+4 eff.) Equilibrium when hit: +0.04 Mindpower: +12 (+3 eff.) Mental crit. chance: +2% See invisible: +9 Size category: +1 A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Nerelle the drakeskin leather belt Nerelle the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Armour: +11 Defense: +15 (+4 eff.) Changes stats: +1 Cun / +10 Mag Changes resistances: +15% fire / +15% cold Changes resistances penetration: +5% physical Physical save: +32 (+1 eff.) Life regen: +0.20 Mana each turn: +0.60 Maximum life: +96.00 Maximum mana: +118.00 Maximum stamina: +75.00 Maximum hate: +19.00 Maximum psi: +40.00 Maximum vim: +40.00 Maximum pos.energy: +40.00 Maximum neg.energy: +31.00 Reduces paradox anomalies(equivalent to willpower): +17 A belt that goes around your waist. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+3 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Skyfoe SkyfoeInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +24% lightning / +14% temporal / +9% cold / +10% fire / +9% nature / +10% acid Changes resistances penetration: +15% lightning / +15% arcane Reduced damage from: +44% Summoned Spell save: +15 (+1 eff.) Size category: +1 Talent on hit(mindpower): Distortion Bolt (5% chance level 1). A belt that goes around your waist. |
Splendourstrider SplendourstriderInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Damage (Melee): 16 light / 4 mind Damage when hit (Melee): 16 light Changes resistances: +10% acid / +10% fire / +10% lightning / +10% cold Changes resistances penetration: +25% mind Physical save: +15 (+0 eff.) Spell save: +15 (+1 eff.) Maximum life: +70.00 Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Mindpower: +11 (+3 eff.) Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Emulrath' drakeskin leather belt 'Emulrath'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 24 mind Changes resistances: +9% acid Changes resistances penetration: +15% blight Spell save: +13 (+1 eff.) Mental save: +18 (+5 eff.) Equilibrium when hit: +0.28 Psi when firing a critical mind attack: +4.00 Maximum hate: +8.00 Maximum psi: +40.00 Mindpower: +14 (+4 eff.) Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Festerclamor' drakeskin leather belt 'Festerclamor'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +12 (+2 eff.) Damage (Melee): 8 fire Changes stats: +6 Dex / +6 Mag / +12 Wil / +6 Cun Changes resistances penetration: +5% nature Stealth bonus: +10 Spell save: +15 (+1 eff.) Mental save: +12 (+3 eff.) Maximum life: +110.00 Spell crit. chance: +5% Mental crit. chance: +15% Size category: +1 Talent on hit(mindpower): Flamespit (5% chance level 2). A belt that goes around your waist. |
drakeskin leather belt 'Phoenixgrinder' drakeskin leather belt 'Phoenixgrinder'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +3 Str / +6 Mag / +6 Wil Changes resistances: +10% sound / +9% darkness / +3% fire / +9% mind / +10% lightning Changes damage: +15% mind / +5% all Reduces incoming crit damage: 15.00% Maximum encumbrance: +57 Mental save: +14 (+4 eff.) Mana each turn: +0.39 Maximum life: +110.00 Maximum mana: +60.00 A belt that goes around your waist. |
drakeskin leather belt 'Splendoursweep' drakeskin leather belt 'Splendoursweep'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Con Changes resistances: +10% sound / +10% darkness / +12% arcane / +9% mind / +10% lightning Changes resistances penetration: +20% light / +16% physical Changes damage: +25% physical Physical save: +26 (+1 eff.) Life regen: +3.40 Maximum life: +70.00 Healing mod.: +29% A belt that goes around your waist. |
elven-silk cloak 'Ketohor' (3 def, 0 armour) elven-silk cloak 'Ketohor' (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +15 Defense: +3 (+1 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 mind / 4 temporal Changes stats: +16 Mag / +10 Wil Changes resistances: +6% temporal Changes damage: +13% lightning / +21% mind / +13% sound Critical mult.: +30.00% Stealth bonus: +13 Spellpower: +8 (+2 eff.) Spell crit. chance: +14% Maximum melody: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lelugas the elven-silk robe (5 def, 0 armour) Lelugas the elven-silk robe (5 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +8 (+1 eff.) Defense: +5 (+1 eff.) Changes stats: +2 Str Changes resistances: +19% acid / +14% physical / +6% arcane / +20% fire / +20% mind / +20% cold Changes resistances penetration: +15% darkness / +20% physical Changes damage: +12% acid / +31% physical / +20% darkness / +15% fire / +20% mind / +15% cold Talent cooldown: Refit Golem (-6 turns) Critical mult.: +3.00% Mental save: +30 (+8 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +5.00 Maximum hate: +13.00 Mindpower: +16 (+4 eff.) Mental crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Masta the Fogweeper (5 def, 4 armour) Masta the Fogweeper (5 def, 4 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +4 Defense: +5 (+1 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 4 temporal Changes resistances: +40% blight / +20% physical / +28% sound / +6% temporal Changes damage: +19% sound / +20% physical Life regen: +12.40 Maximum life: +183.00 Healing mod.: +61% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+3 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+0 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 63.72 to 79.65 physical damage (based on Willpower and Cunning) with knockback, costing 5 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Thunderboom Robe (5 def, 0 armour) Thunderboom Robe (5 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage (Melee): 4 fire Changes stats: +8 Str / +13 Mag / +8 Wil / +2 Cun Changes resistances: +14% lightning / +60% sound / +15% cold / +20% mind / +12% nature Changes damage: +40% sound / +13% physical / +20% cold / +20% mind / +40% lightning Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +10 (+3 eff.) Spell crit. chance: +10% Maximum melody: +50.00 Talent on hit(mindpower): Mana Clash (5% chance level 1). A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Whispersilk Robe (5 def, 0 armour) Whispersilk Robe (5 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Damage (Melee): 8 light / 4 darkness Changes resistances: +134% sound / +20% light / +24% cold / +20% mind / +20% lightning Changes damage: +38% sound / +16% cold Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Physical save: +38 (+1 eff.) Spell save: +12 (+1 eff.) Mental save: +15 (+4 eff.) Psi when hit: +0.08 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Glynn' (8 def, 0 armour) elven-silk robe 'Glynn' (8 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +8 (+2 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +1 Str / +5 Mag / +5 Cun Changes resistances: +20% physical / +9% mind / +3% temporal Changes resistances penetration: +5% mind Changes damage: +11% sound / +20% physical / +16% light / +16% mind Poison immunity: +10% Silence immunity: +5% Stamina each turn: +0.20 Psi each turn: +0.83 Maximum mana: +93.00 Maximum psi: +27.00 Spellpower: +19 (+5 eff.) Spell crit. chance: +9% Mindpower: +10 (+3 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bandleader's Gauntlets (15 def, 3 armour) Bandleader's Gauntlets (15 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +13 (+5 eff.) Physical crit. chance: +10.0% Armour: +3 Defense: +15 (+4 eff.) Damage (Melee): 20 sound / 22 shocking sound / 4 acid Damage (Ranged): 15 sound Changes stats: +6 Str / +6 Mag / +6 Cun / +6 Con Changes resistances: +20% sound / +3% lightning / +10% light / +10% darkness Physical save: +36 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +85% Light radius: +2 When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Juggernaut (10% chance level 1). When this weapon crits: Dirty Fighting (20% chance level 5). On weapon hit: * 20% chance to corrode armour by 30% * 40% chance to daze at end of turn Damage (Melee): +29 physical Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +30 dazing sound / +40 darkness / +40 shocking sound / +12 lightning / +32 item light blind It can be used to activate talent Requiem, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 40/40. Range: 10 Travel Speed: instantaneous Is: a mind power Description: Play a requiem for your target, dealing 89.44 sound damage for every Soundshock, Ear Damage, Sound Daze and Deafen effect affecting it. If the requiem kills the target you will regain 10% of your maximum melody plus another 10% per effect over 4 turns, if it survives it will be affected by Loss of Hearing for 5 turns. If Gone Vocal is active the caster will also gain a 12% bonus to darkness damage for 5 turns. The damage will scale with your Mindpower. (Loss of Hearing lowers all of the target's speeds while granting it a substantial amount of sound resistance and retroactive immunity to all negative performer effects.) Metal gloves protecting the hands up to the middle of the lower arm. |
Earthwrest (0 def, 3 armour) Earthwrest (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +16.0% Armour: +3 Damage (Melee): 9 acid / 10 lightning / 10 fire / 15 mind / 10 cold Damage when hit (Melee): 8 nature Changes stats: +5 Mag / +5 Wil Changes resistances: +9% mind / +6% nature Changes resistances penetration: +10% nature / +10% temporal Changes damage: +11% mind Critical mult.: +15.00% Life regen: +6.00 Stamina each turn: +1.30 Psi each turn: +0.32 Spell crit. chance: +18% Mental crit. chance: +20% When used to modify unarmed attacks: Base power: 39.0 - 54.6 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +23.0% Attack speed: 125% When this weapon hits: Psychic Lobotomy (20% chance level 5). When this weapon hits: Second Wind (10% chance level 1). When this weapon crits: Cripple (20% chance level 5). On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +18 ice / +29 acid / +20 fire / +29 lightning Burst (radius 1) on hit: +16 nature Burst (radius 2) on crit: +15 mind Metal gloves protecting the hands up to the middle of the lower arm. |
Fuleruichak (0 def, 3 armour) Fuleruichak (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 38 arcane / 14 sound Changes stats: +7 Str / +5 Dex / +19 Mag / +23 Wil / +5 Cun / +2 Con Changes resistances: +10% sound / +18% arcane / +9% mind Changes resistances penetration: +3% all Changes damage: +9% blight / +2% all Talent cooldown: Double Strike (-1 turn) Reduces incoming crit damage: 17.00% Physical save: +15 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Melody each turn: +0.39 When used to modify unarmed attacks: Base power: 30.5 - 42.7 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Crit. chance: +24.0% Attack speed: 125% When this weapon hits: Earworm (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon hits: Manathrust (20% chance level 6). Damage (Melee): +37 arcane Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +28 mind It can be used to activate talent Earworm, placing all other charms into a 15 cooldown : Effective talent level: 1.5 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power Description: Implants an earworm into the target's mind, dealing 42.76 sound damage each turn for 2 turns and causing Ear Damage for 3 turns. If the target is affected by both Soundshock and Ear Damage at any point the earworm will explode in a 1 radius for the remaining overtime damage increased by 30% as deafening sound. If Gone Acoustic is active the caster will also gain a 6% bonus to mind damage for 5 turns. The damage will scale with your Mindpower. (Ear Damage lowers the target's sound resistance and its ability to shrug off critical hits, it checks against bleed resistance.) (Deafen lowers all of the target's speeds while granting it a small amount of sound resistance, checks against stun resistance and bypasses any resistance check if the target is affected by both Soundshock and Ear Damage.) Metal gloves protecting the hands up to the middle of the lower arm. |
Jet Li's Hands (0 def, 3 armour) Jet Li's Hands (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 17 arcane Damage when hit (Melee): 4 mind Changes stats: +15 Str / +5 Dex / +10 Mag / +20 Wil / +5 Cun / +9 Con Changes resistances: +10% arcane Changes resistances penetration: +5% blight / +10% mind Changes damage: +3% mind Talent mastery: +0.40 Technique / Grappling Talent cooldown: Double Strike (-1 turn) Physical save: +15 (+0 eff.) Disarm immunity: +90% When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +5 Crit. chance: +17.0% Attack speed: 167% When this weapon hits: Disarm (20% chance level 6). When this weapon hits: Set Up (20% chance level 5). When this weapon hits: Manathrust (10% chance level 4). On weapon hit: * 40% chance to disease Damage (Melee): +19 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 10 cooldown : Effective talent level: 4.5 Power cost: 10 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Shadowwinter (0 def, 3 armour) Shadowwinter (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: Armour: +3 Damage (Melee): 27 darkness Damage when hit (Melee): 4 mind / 4 temporal Changes stats: +6 Con Changes resistances: +23% darkness Changes damage: +11% darkness Physical save: +27 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +50% Life regen: +3.60 Stamina each turn: +2.00 Mana each turn: +0.31 Maximum stamina: +40.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +9% When used to modify unarmed attacks: Base power: 25.0 - 27.5 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Elemental Bolt (10% chance level 5). On weapon hit: * 12% chance to inflict 15% damage reduction Damage (Melee): +4 mind / +25 physical / +11 arcane Burst (radius 1) on hit: +8 mind Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 15 cooldown : Effective talent level: 4.5 Power cost: 15 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 33% and provides a 19% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 36% Wil, 48% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 125% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning It can be used to activate talent Chain Lightning (costing 8 power out of 16/16) : Effective talent level: 4.5 Power cost: 8 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 74.05 to 222.14 damage and forking to another target. It can hit up to 7 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Arubreyavena the drakeskin leather cap (0 def, 5 armour) Arubreyavena the drakeskin leather cap (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 penetration: +4 Physical crit. chance: +2.0% Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +13 Str / +7 Wil / +6 Con Changes resistances: +12% acid / +15% physical / +9% darkness / +3% nature Physical save: +79 (+3 eff.) Mental save: +15 (+4 eff.) Stamina each turn: +0.60 It can be used to activate talent Battle Cry, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 21 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. |
Berysta the Skypain (3 def, 0 armour) Berysta the Skypain (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +2.0% Defense: +3 (+1 eff.) Damage (Melee): 8 blight Damage when hit (Melee): 8 physical Changes stats: +10 Cun Changes resistances: +8% lightning / +7% temporal / +38% darkness / +8% fire / +8% nature / +8% acid / +8% blight / +8% cold / +16% mind / +7% light Changes resistances penetration: +15% blight Changes damage: +9% lightning / +6% arcane / +20% darkness / +20% mind Physical save: +15 (+0 eff.) Mental save: +29 (+7 eff.) Maximum psi: +40.00 Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% A pointy cloth hat, very wizardly... |
Devious Pointy Hat (3 def, 0 armour) Devious Pointy Hat (3 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 35% chance to blind Damage when hit (Melee): 8 lightning Changes stats: +27 Cun / +15 Wil Changes resistances: +30% fire / +12% mind / +6% light Changes resistances penetration: +5% mind Changes damage: +9% mind / +20% fire Mental save: +34 (+8 eff.) Confusion immunity: -20% Fear immunity: -20% Mindpower: +5 (+2 eff.) Mental crit. chance: +7% It can be used to activate talent Hateful Whisper, placing all other charms into a 8 cooldown : Effective talent level: 4.5 Power cost: 8 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 399 mind damage and feed you 5 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 32% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Fulymas the Dourvenom (0 def, 5 armour) Fulymas the Dourvenom (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% Physical power: +12 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +9 Dex / +7 Wil / +14 Lck Changes resistances: +15% lightning / +15% physical / +15% temporal Changes damage: +3% darkness / +12% lightning Stealth bonus: +10 Physical save: +15 (+0 eff.) Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spell crit. chance: +7% Mental crit. chance: +8% A cap made of leather. |
Galewedge the elven-silk wizard hat (3 def, 0 armour) Galewedge the elven-silk wizard hat (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 47% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 12 temporal Damage when hit (Melee): 12 lightning / 8 temporal Changes stats: +7 Mag / +7 Wil / +8 Cun Changes resistances: +10% darkness / +20% physical Changes damage: +15% acid / +20% physical / +20% darkness / +6% temporal / +15% fire / +15% cold / +15% arcane / +15% lightning Mental save: +15 (+4 eff.) Maximum hate: +15.00 Spellpower: +6 (+2 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Reduces paradox anomalies(equivalent to willpower): +5 A pointy cloth hat, very wizardly... |
Gilendil the Voidterror (3 def, 2 armour) Gilendil the Voidterror (3 def, 2 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Changes stats: +7 Mag / +16 Wil / +10 Cun Changes resistances penetration: +25% lightning Changes damage: +6% darkness Spell save: +20 (+1 eff.) Mental save: +36 (+9 eff.) Blindness immunity: +20% Silence immunity: +10% Disarm immunity: +5% Confusion immunity: -20% Fear immunity: -20% Psi each turn: +0.72 Spellpower: +5 (+1 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +19% It can be used to activate talent Hateful Whisper, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 331 mind damage and feed you 3 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Glyrebeth the Crackleonslaught (3 def, 6 armour) Glyrebeth the Crackleonslaught (3 def, 6 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances: +6% blight / +6% cold / +28% light Changes resistances penetration: +10% lightning / +5% mind Changes damage: +9% acid / +19% light / +15% lightning / +9% fire / +15% arcane / +12% cold Reduces incoming crit damage: 17.00% Mental save: +22 (+6 eff.) Poison immunity: +5% Confusion immunity: -20% Fear immunity: -20% Mana each turn: +0.22 Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Mental crit. chance: +7% It can be used to activate talent Hateful Whisper, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 331 mind damage and feed you 3 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Hurerach the voratun helm (12 def, 5 armour) Hurerach the voratun helm (12 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +8 (+3 eff.) Physical power: +17 (+3 eff.) Armour: +5 Defense: +12 (+3 eff.) Fatigue: +5% Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 arcane Changes stats: +14 Str / +3 Mag / +6 Wil / +8 Cun / +5 Con Changes resistances: +25% cold / +15% physical Changes damage: +12% blight Allows you to breathe in: water Physical save: +25 (+1 eff.) Mana each turn: +0.12 Maximum life: +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Layath the Filthimmortal (0 def, 5 armour) Layath the Filthimmortal (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% Damage (Melee): 16 nature Changes stats: +2 Wil / +3 Cun / +10 Con Changes resistances: +15% fire / +9% arcane / +15% cold Physical save: +50 (+2 eff.) Equilibrium when hit: +0.20 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Magmawreath the drakeskin leather cap (9 def, 5 armour) Magmawreath the drakeskin leather cap (9 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 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +5% Changes stats: +10 Dex Changes resistances: +12% lightning / +13% temporal / +34% darkness / +3% light / +12% blight / +12% cold / +15% nature / +13% fire Changes damage: +3% fire Spell save: +10 (+0 eff.) Mental save: +3 (+1 eff.) Teleport immunity: +10% Maximum life: +109.00 Infravision radius: +8 Healing mod.: +28% A cap made of leather. |
Wildstorm Hood (3 def, 0 armour) Wildstorm Hood (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +30% lightning / +12% darkness / +58% nature / +25% acid Changes damage: +20% lightning / +39% nature / +17% acid Mana when firing critical spell: +3.00 Vim when firing critical spell: +3.00 Heals friendly targets nearby when you use a nature summon: +30 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
Zubita (10 def, 20 armour) Zubita (10 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +1 Armour: +20 Defense: +10 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +5% Damage when hit (Melee): 8 arcane / 16 physical Changes stats: +9 Str / +11 Dex / +5 Wil / +5 Cun / +1 Con Changes resistances: +7% all Physical save: +27 (+1 eff.) Mindpower: +6 (+2 eff.) Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather cap 'Beleba' (0 def, 5 armour) drakeskin leather cap 'Beleba' (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Wil Changes resistances: +15% lightning / +15% temporal / +25% mind / +15% blight Physical save: +25 (+1 eff.) Mental save: +45 (+11 eff.) Confusion immunity: +50% Spellpower on spell critical (stacks up to 3 times): +11 Spellpower: +6 (+2 eff.) Spell crit. chance: +3% A cap made of leather. |
drakeskin leather cap 'Radhozor' (0 def, 5 armour) drakeskin leather cap 'Radhozor' (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +2 Armour: +5 Fatigue: +5% Changes stats: +5 Str / +2 Mag / +2 Wil / +5 Cun Changes resistances: +2% physical Changes resistances penetration: +18% all Reduces incoming crit damage: 20.00% Physical save: +23 (+1 eff.) Life regen: +0.60 A cap made of leather. |
voratun helm 'Lisytha' (21 def, 5 armour) voratun helm 'Lisytha' (21 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +20 (+7 eff.) Armour: +5 Armour Hardiness: +15% Defense: +21 (+5 eff.) Fatigue: +5% Effects when hit in melee: * 34% chance to gain 10% of a turn (3/turn limit) Changes stats: +18 Cun Changes resistances: +6% arcane / +15% fire / +25% mind / +15% cold Physical save: +9 (+0 eff.) Mental save: +19 (+5 eff.) Blindness immunity: +15% Confusion immunity: +43% Stun/Freeze immunity: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
werebeast's dwarven-steel helm of the depths (0 def, 4 armour) werebeast's dwarven-steel helm of the depths (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Str / +3 Dex / +3 Cun / +3 Con Changes resistances: -25% light / +13% cold Allows you to breathe in: water Life regen: +2.60 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun mail armour 'Kilnnail' (5 def, 20 armour) voratun mail armour 'Kilnnail' (5 def, 20 armour)Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Fatigue: -1% Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 20 physical / 14 light / 20 fire Changes stats: +1 Con / +6 Wil Changes resistances: +27% blight / +10% physical / +30% darkness / +9% fire Grants telepathy: Humanoid/Orc Physical save: +40 (+1 eff.) Light radius: +2 A suit of armour made of mail. |
Glarebrace (9 def, 16 armour) Glarebrace (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 14 light / 19 physical Changes stats: +3 Cun / +5 Wil Changes resistances: +30% blight / +29% temporal / +30% darkness / +30% acid Mental save: +3 (+1 eff.) Psi when firing a critical mind attack: +1.00 Light radius: +2 Heals friendly targets nearby when you use a nature summon: +10 Talent on hit(mindpower): Slime Spit (5% chance level 2). A suit of armour made of metal plates. |
Morningguile (9 def, 16 armour) Morningguile (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to blind Damage (Melee): 4 mind Changes stats: +10 Str / +1 Wil Changes resistances: +13% sound / +12% physical / +28% darkness / +23% mind / +11% lightning Physical save: +10 (+0 eff.) Spell save: +51 (+2 eff.) Mental save: +33 (+8 eff.) Life regen: +3.90 Mana each turn: +0.24 Maximum life: +100.00 Light radius: +2 Healing mod.: +27% Talent on hit(spell): Dust to Dust (5% chance level 1). It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 41 for 6 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Searmark (9 def, 22 armour) Searmark (9 def, 22 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 Defense: +9 (+2 eff.) Fatigue: +26% Damage (Melee): 8 fire Changes stats: +7 Str / +4 Cun / +7 Con Changes resistances: +15% acid / +13% cold / +30% temporal / +30% sound Grants telepathy: Dragon Allows you to breathe in: water Critical mult.: +10.00% Maximum life: +92.00 Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +20 A suit of armour made of metal plates. |
Starnull (9 def, 46 armour) Starnull (9 def, 46 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +46 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +9 Wil / +9 Cun / +1 Lck Changes resistances: +13% acid / +13% physical / +38% cold / +12% lightning / +11% fire Changes resistances penetration: +3% all Changes damage: +3% light Mental save: +25 (+7 eff.) Movement speed: +30% A suit of armour made of metal plates. |
enlightening stralite plate armour of the deep (7 def, 18 armour) enlightening stralite plate armour of the deep (7 def, 18 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +18 Defense: +7 (+2 eff.) Fatigue: +26% Changes stats: +8 Cun / +8 Wil Changes resistances: +13% acid / +10% cold Allows you to breathe in: water Mental save: +18 (+5 eff.) A suit of armour made of metal plates. |
voratun plate armour 'Brandreaper' (9 def, 42 armour) voratun plate armour 'Brandreaper' (9 def, 42 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +1 Armour: +42 Defense: +9 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 12 sound Changes stats: +6 Mag Changes resistances: +48% sound / +27% light / +6% arcane Changes damage: +6% fire Physical save: +62 (+2 eff.) Light radius: +2 A suit of armour made of metal plates. |
voratun plate armour 'Burnwend' (9 def, 42 armour) voratun plate armour 'Burnwend' (9 def, 42 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +42 Defense: +9 (+2 eff.) Fatigue: +19% Damage when hit (Melee): 4 fire Changes resistances: +27% acid / +13% physical / +18% darkness / +57% cold / +13% lightning / +18% fire Allows you to breathe in: water Physical save: +14 (+0 eff.) Knockback immunity: +30% A suit of armour made of metal plates. |
voratun plate armour 'Cyrelle' (9 def, 22 armour) voratun plate armour 'Cyrelle' (9 def, 22 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +4.0% Armour: +22 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 8 physical Changes stats: +3 Str / +9 Wil / +8 Cun Changes resistances: +24% lightning / +29% fire Mental save: +25 (+7 eff.) Life regen: +4.00 Maximum life: +100.00 Healing mod.: +30% A suit of armour made of metal plates. |
voratun plate armour 'Taintblight' (9 def, 16 armour) voratun plate armour 'Taintblight' (9 def, 16 armour)Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage (Melee): 23 acid / 23 fire / 24 nature / 12 lightning Damage when hit (Melee): 16 acid / 16 fire / 12 mind / 14 sound Changes stats: +4 Mag Changes resistances: +55% acid / +30% light / +9% mind / +30% fire / +3% nature / +30% sound Changes damage: +3% nature / +12% lightning Mental save: +23 (+6 eff.) Light radius: +2 A suit of armour made of metal plates. |
472 alchemist agate 472 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. |
Shadowblade's Lamp Shadowblade's LampPowered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 mind Changes stats: +9 Cun / +8 Mag Changes resistances: +6% acid / +15% darkness Changes damage: +9% mind Mental save: +12 (+3 eff.) Spellpower: +13 (+3 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +12% Light radius: +1 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 5 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (3/3) 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 101 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Battlesinger's Bigblade (78.5-109.9 power, 4 apr) Battlesinger's Bigblade (78.5-109.9 power, 4 apr)Requires: - Strength 48 - Cunning 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: instrument / singsword ; tier 5 It must be held with both hands. Base power: 78.5 - 109.9 Uses stats: 54% Wil, 25% Cun Damage type: Physical Armour Penetration: +4 Crit. chance: +5.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing Damage (Melee): +20 sound This is a bardic weapon. When wielded/worn: Armour penetration: +18 Physical crit. chance: +20.0% Physical power: +14 (+3 eff.) Armour: +7 Changes resistances: +3% nature Changes resistances penetration: +16% physical / +18% mind / +15% darkness Changes damage: +26% physical Stealth bonus: +10 Mindpower: +5 (+2 eff.) A two-handed sword that converts voice into sound. |
Mardorand (42.5-59.5 power, 3 apr) Mardorand (42.5-59.5 power, 3 apr)Requires: - Strength 35 - Cunning 24 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: instrument / singsword ; tier 4 It must be held with both hands. Base power: 42.5 - 59.5 Uses stats: 54% Wil, 25% Cun Damage type: Physical Armour Penetration: +3 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +16 sound This is a bardic weapon. When wielded/worn: Armour: +8 Changes stats: +1 Dex Changes resistances: +6% nature / +8% all Changes resistances penetration: +8% nature Talent granted: +4 Song of the Free Spell save: +6 (+0 eff.) Mindpower: +4 (+1 eff.) A two-handed sword that converts voice into sound. |
Mindpunch Armband [power 4] (5 cooldown) Mindpunch Armband [power 4] (5 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 35% Damage (Melee): 12 nature / 8 temporal Changes resistances: +3% nature / +6% temporal Talent granted: +17 Telekinetic Blast Reduces paradox anomalies(equivalent to willpower): +15 It can be used to absorb and nullify at most 4 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
Relgirek the Demonzeal [power 143] (10 cooldown) Relgirek the Demonzeal [power 143] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage (Melee): 12 darkness / 8 arcane Changes stats: +3 Wil / +3 Mag Changes resistances: +12% temporal Maximum wards: +3 physical / +5 mind / +5 darkness Talent granted: +1 Ward Vim when firing critical spell: +2.00 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 143 for 7 turns, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 10 psi. Torques are made by powerful psionics to store psionic powers. |
dragonbone totem of cure ailments 'Eremekhad' [power 4] (5 cooldown) dragonbone totem of cure ailments 'Eremekhad' [power 4] (5 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage (Melee): 12 temporal Changes stats: +2 Str / +1 Mag / +5 Con Changes damage: +2% all Talent cooldown: Rushing Claws (-2 turns) Talent granted: +10 Rushing Claws Reduces incoming crit damage: 17.00% It can be used to remove up to 4 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 5 turns. When used: 100% chance to regenerate 12 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Emakira the dragonbone wand of clairvoyance [power 13] (3 cooldown) Emakira the dragonbone wand of clairvoyance [power 13] (3 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +2 Dex Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Talent cooldown: Strike (-1 turn) Talents granted: +5 Strike +1 Ward Physical save: +39 (+1 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +80.00 Damage Shield penetration: +10% It can be used to reveal the area around you, dispelling darkness (radius 13, power 84 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 3 turns. When used: 100% chance to regenerate 11 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Oozeoozer the dragonbone wand of firewall [power 345] (3 cooldown) Oozeoozer the dragonbone wand of firewall [power 345] (3 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +3 Mag Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Grants telepathy: Dragon Talents cooldown: Strike (-1 turn) Volcano (-2 turns) Talents granted: +5 Strike +1 Ward +5 Volcano Talent on hit(mindpower): Slime Spit (5% chance level 1). It can be used to creates a wall of flames lasting 4 turns (dealing 369 fire damage overall), putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Pyroclasmic Skeleton Key [power 105] (8 cooldown) Pyroclasmic Skeleton Key [power 105] (8 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage (Melee): 8 lightning / 12 temporal Changes resistances: +9% temporal Changes damage: +6% light / +9% temporal Talent cooldown: Volcano (-4 turns) Talent granted: +10 Volcano It can be used to disarm traps (105 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 8 turns. When used: 100% chance to regenerate 8 negative energy. 100% chance to regenerate 13 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of firewall 'Voretta' [power 305] (3 cooldown) dragonbone wand of firewall 'Voretta' [power 305] (3 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+0 eff.) Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +1 Cun Maximum wards: +5 lightning / +4 temporal / +5 blight / +5 fire / +5 cold Talents cooldown: Strike (-1 turn) Volcano (-2 turns) Talents granted: +5 Strike +1 Ward +5 Volcano Maximum stamina: +5.00 Movement speed: +20% Healing mod.: +5% It can be used to creates a wall of flames lasting 4 turns (dealing 326 fire damage overall), putting all charms on cooldown for 3 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Codex the Cornac Adventurer level 46
27th Haze 122nd year of Ascendancy at 02:36 see stats
By Codex the Cornac Adventurer level 33
13rd Dusk 122nd year of Ascendancy at 23:28 see stats
By Codex the Cornac Adventurer level 42
8th Haze 122nd year of Ascendancy at 09:32 see stats
By Codex the Cornac Adventurer level 50
33rd Haze 122nd year of Ascendancy at 17:40 see stats
By Codex the Cornac Adventurer level 7
6th Mirth 122nd year of Ascendancy at 23:37 see stats
By Codex the Cornac Adventurer level 47
31st Haze 122nd year of Ascendancy at 02:54 see stats
By Codex the Cornac Adventurer level 25
3rd Dusk 122nd year of Ascendancy at 05:04 see stats
By Codex the Cornac Adventurer level 42
8th Haze 122nd year of Ascendancy at 08:58 see stats
By Codex the Cornac Adventurer level 33
13rd Dusk 122nd year of Ascendancy at 23:17 see stats
By Codex the Cornac Adventurer level 10
3rd Flare 122nd year of Ascendancy at 11:18 see stats
By Codex the Cornac Adventurer level 20
3rd Dusk 122nd year of Ascendancy at 04:45 see stats
By Codex the Cornac Adventurer level 30
12nd Dusk 122nd year of Ascendancy at 23:43 see stats
By Codex the Cornac Adventurer level 40
8th Haze 122nd year of Ascendancy at 06:09 see stats
By Codex the Cornac Adventurer level 50
31st Haze 122nd year of Ascendancy at 04:55 see stats
By Codex the Cornac Adventurer level 50
48th Haze 122nd year of Ascendancy at 05:56 see stats
By Codex the Cornac Adventurer level 34
75th Dusk 122nd year of Ascendancy at 23:37 see stats
By Codex the Cornac Adventurer level 26
4th Dusk 122nd year of Ascendancy at 13:43 see stats
By Codex the Cornac Adventurer level 49
31st Haze 122nd year of Ascendancy at 04:28 see stats
By Codex the Cornac Adventurer level 33
13rd Dusk 122nd year of Ascendancy at 23:28 see stats
By Codex the Cornac Adventurer level 8
3rd Summertide 122nd year of Ascendancy at 16:18 see stats
By Codex the Cornac Adventurer level 33
13rd Dusk 122nd year of Ascendancy at 23:28 see stats
By Codex the Cornac Adventurer level 17
3rd Dusk 122nd year of Ascendancy at 00:58 see stats
By Codex the Cornac Adventurer level 50
68th Haze 122nd year of Ascendancy at 14:29 see stats
By Codex the Cornac Adventurer level 25
3rd Dusk 122nd year of Ascendancy at 05:04 see stats
By Codex the Cornac Adventurer level 16
8th Flare 122nd year of Ascendancy at 11:39 see stats
By Codex the Cornac Adventurer level 50
37th Haze 122nd year of Ascendancy at 17:56 see stats
By Codex the Cornac Adventurer level 39
8th Haze 122nd year of Ascendancy at 06:09 see stats
Log
Ran for 2 turns (stop reason: object seen).
There is an item here: Farraday's Leather (20 def, 29 armour)
There is an item here: Masochism (0 def, 0 armour)
There is an item here: Death's Embrace (18 def, 18 armour)
Ran for 2 turns (stop reason: object seen).
Codex deactivates Steelskin.
Codex deactivates Skate.
Codex deactivates Gloom.
Codex deactivates Charged Shield.
Codex deactivates Kinetic Shield.
Codex deactivates Fortress of Will.
Codex deactivates Augmentation.
Codex deactivates Earthen Body.
Codex deactivates Telepathic Focus.
Codex deactivates Mental Tyranny.
Codex deactivates Beyond the Flesh.
Codex deactivates Genius Loci.
Codex deactivates Gesture of Pain.
Codex deactivates Energy Decomposition.
Codex deactivates Deflection.
Codex deactivates Lacerating Strikes.
Codex deactivates Hypercognition.
Codex deactivates Aura of Protection.
Codex deactivates Biokinesis.
Codex deactivates Psychic Combat.
Codex deactivates Daunting Presence.
Codex deactivates Verdant Blood.
Codex deactivates Forge Shield.