Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Allow Respec Anywhere 1.2.3Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Nyles GOD Mode 1.4.8Nyles GOD Mode is an addon that prevents you from being killed. Sort of. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. It works this way (there are two different modes inside):- When activated, start a New Game. - You will find under game options > gameplay, a new setting that lets you toggle godmode on or off. - You can change this setting any time at any place in the game. Upon spotting an enemy, you will be granted a huge amount of life and regen as well a an incredible amount of resistances. When all the enemies are killed, you stats will be reverted back to normal. Update v2.0.1
Update v2.0.0
Extra Dungeons 1.4.8In 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: Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Improved Auto-explore and Rest 1.4.9Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Adventuring Party 1.4.9Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Items Vault 1.4.8Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Tier 5 starting weapons 1.3.1Start with tier 5 weapons (no egos) Following classes are not affected by this addon: - Ashes of Urh'Rok classes and Stone warden - other addon classes - adventurer Note: stat requirements are not removed. You may need 'QuickTome: Remove Stat Requirements' to equip tier 5 weapons. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Player AI 1.3.1Adds a keybind to activate the new player AI. Set to Alt+F1 by default. This description seems to vanish when I put too much text in it, so view the feature list and changelog on the steam version here: http://steamcommunity.com/sharedfiles/filedetails/?id=523638132. Note for Developers: This addon superwrites Player:act(), so if your addon also touches Player:act() change the load order so that the Player AI addon loads last. Online Indicator 1.1.0An experimental addon that adds an icon to the toolbar showing your connection status. Currently tracks three states:
Adventurer Plus Addon 1.4.0Simple addon that adds a buffed adventurer class - now with Cursed Aura. Not that it needs it, haha. Edit: I was informed that since the class sets 'default' celestial energies to 20, it gets messed up if you have positive regen for one of them. This is most likely to occur with Liches. Therefore, if you're using them, use the newer version, which removes the default celestial stuff. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. The Auto Archer (Auto Shooter) 1.1.5Takes out the boring grinding fingerwork of archer gameplay with a single keystroke. This addon automatically walks toward visible enemies, uses your archer talents (or basic shoot skill), reloads your bow mid-fight, or autoexplores when nobody is around. Sit back and enjoy the magic of The Auto Archer. ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Adventurer Class Boost 1.3.1This mod is not intended to be balanced. For the majority of players, it will likely spoil/ruin the game. If you are one of those players, do not download or use the mod. This mod alters the Adventurer class to provide even more freedom in customizing your talents. A new elven subrace is also included which provides several talents (i.e. racial) which Adventurer does not pick up. Sufficient points and options are available to make character level the only limiting factor in your talent selections. You are not obligated to use all points provided. Given the boosts your character will receive while playing with this mod active, it is strongly recommended that you select the highest difficulty setting available to you. If you have not yet unlocked the Adventurer class, you will also need the Ignore Race/Class Locks mod. This mod was tested with TOME v1.3.1. Since it only edits the Adventurer-class-specific data and adds a sub-race, it should remain compatible with most other mods. For example, the Infinite 500 mod alters many parts of the game mechanics, but it doesn't make edits which affect Adventurers without affecting other characters, so the edits do not conflict. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 947 / 64% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 942 (base 100) |
Dexterity | 929 (base 100) |
Constitution | 919 (base 100) |
Magic | 924 (base 100) |
Willpower | 945 (base 100) |
Cunning | 929 (base 100) |
Resources
Life | 10699771/10699771 |
Stamina | 48654/48654 |
Psi_feedback | 0/14190 |
Healing Factor | 1.65 |
Regeneration | 2248.4509113706 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +4729.9999999999% |
Spell | +200% |
Global | +4829.9999999999% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 358 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | demon/major, demon/minor |
Offense: Mainhand
Damage | 116417 |
Accuracy | 4171 |
Crit Chance | 1063% |
APR | 4089 |
Speed | 0.33 |
Offense: Spell
Spellpower | 636 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Cooldown Reduction | 1844.7 |
Offense: Mind
Mindpower | 640 |
Crit Chance | 100% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
All | +100% |
Defense: Base
Armour (hardiness) | 25976.84 (100%) |
Defense | 446 |
Ranged Defense | 446 |
Fatigue | 48 |
Physical Save | 771 |
Spell Save | 1591 |
Mental Save | 764 |
Defense: Resistances
All | +356%(100%) |
Defense: Immunities
Stun Resistance | 25% |
Instadeath Resistance | 100% |
Blind Resistance | 30% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Technique / Superiority | 105.70 |
| 80/5 |
| 80/5 |
| 80/5 |
| 80/5 |
Technique / Two-handed assault | 164.50 |
| 80/5 |
| 80/5 |
| 80/5 |
| 80/5 |
Technique / Warcries | 85.30 |
| 80/5 |
| 80/5 |
| 80/5 |
| 80/5 |
Technique / Berserker's strength | 234.90 |
| 80/5 |
| 80/5 |
| 80/5 |
| 80/5 |
Technique / Bloodthirst | 85.20 |
| 80/5 |
| 80/5 |
| 80/5 |
| 80/5 |
Cunning / Dirty fighting | 86.60 |
| 80/5 |
| 80/5 |
| 80/5 |
| 80/5 |
Technique / Shield defense | 72.50 |
| 80/5 |
| 80/5 |
| 80/5 |
| 80/5 |
Technique / Combat techniques | 74.90 |
| 80/5 |
| 80/5 |
| 80/5 |
| 80/5 |
Technique / Archery training | 79.10 |
| 80/5 |
| 80/5 |
| 80/5 |
| 80/5 |
Technique / Combat veteran | 68.10 |
| 80/5 |
| 80/5 |
| 80/5 |
| 80/5 |
Generic Talents
Adventure / Partner | 73.40 |
| 1/50 |
| 9/50 |
| 1/3 |
| 1/2 |
| 1/2 |
| 1/2 |
Cunning / Survival | 151.80 |
| 80/5 |
| 80/5 |
| 80/5 |
| 80/5 |
Technique / Field control | 184.20 |
| 80/5 |
| 80/5 |
| 80/5 |
| 80/5 |
Technique / Conditioning | 310.50 |
| 80/5 |
| 80/5 |
| 80/5 |
| 80/5 |
Technique / Combat training | 537.70 |
| 25/5 |
| 14/5 |
| 80/5 |
| 36/5 |
| 36/5 |
Effects
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
beneficial effect | The thrill of combat improves the target's maximum life by 50%, life regeneration by 1097.21, and stamina regeneration by 219.44. Bloodbath |
beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | pair of drakeskin leather boots 'Dourquencher' (9 def, 5 armour) pair of drakeskin leather boots 'Dourquencher' (9 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +8 (+0 eff.) Armour penetration: +13 Physical crit. chance: +14.0% Physical power: +15 (+0 eff.) Armour: +5 Defense: +9 (+0 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +5% Changes stats: +3 Str / +3 Wil Changes resistances: +3% physical Changes resistances penetration: +15% darkness / +15% physical Grants telepathy: Demon/Minor Demon/Major Critical mult.: +18.00% Maximum life: +90.00 Maximum stamina: +20.00 Maximum hate: +6.00 A pair of boots made of leather. |
Light source | Kindlekiss the dwarven lantern Kindlekiss the dwarven lanternPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Accuracy: +4 (+0 eff.) Effects on melee hit: * 45% chance to blind Damage when hit (Melee): 24 fire Changes stats: +2 Str / +4 Mag / +6 Wil Changes resistances: +10% temporal / +10% cold / +10% fire Changes resistances penetration: +15% arcane / +15% temporal Changes damage: +15% mind Light radius: +4 Defense after a teleport: +20 Resist all after a teleport: +18% New effects duration reduction after a teleport: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Thunderdeath the drakeskin leather cap (24 def, 5 armour) Thunderdeath the drakeskin leather cap (24 def, 5 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +21 (+0 eff.) Armour: +5 Defense: +24 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +5% Effects when hit in melee: * 39% chance to gain 10% of a turn Damage when hit (Melee): 8 lightning Changes stats: +20 Cun Changes resistances: +24% cold / +3% physical / +9% arcane / +22% nature Changes damage: +3% lightning Spell save: +28 (+0 eff.) Mental save: +40 (+1 eff.) Blindness immunity: +5% Maximum life: +110.00 Healing mod.: +30% Defense after a teleport: +10 Resist all after a teleport: +4% New effects duration reduction after a teleport: +20% A cap made of leather. |
Tool | Ivatira (dig speed 8 turns) Ivatira (dig speed 8 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +30.0% Armour: +5 Defense: +7 (+0 eff.) Effects on melee hit: * 40% chance to disease Damage when hit (Melee): 12 acid Changes stats: +23 Str / +19 Wil Changes resistances: +6% acid / +10% physical / +12% blight Changes resistances penetration: +5% blight Changes damage: +3% acid Mental crit. chance: +28% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Arimithra ArimithraInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+0 eff.) Armour penetration: +4 Physical power: +4 (+0 eff.) Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 13 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +5 Cun / +5 Dex Critical mult.: +10.00% Life regen: +1.20 Hate when firing a critical mind attack: +2.00 Maximum life: +63.00 Maximum hate: +10.00 Healing mod.: +15% It can be used to activate talent Bleeding Edge, placing all other charms into a 1 cooldown : Effective talent level: 4.0 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 44%. Rings can have magical properties. |
On fingers | Gulle the Scumbrawn Gulle the ScumbrawnInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 12 nature Changes stats: +2 Dex / +11 Wil / +10 Cun / +8 Con Changes resistances: +40% cold Changes resistances penetration: +15% arcane / +20% physical Changes damage: +20% cold Critical mult.: +12.00% Physical save: +20 (+0 eff.) Spell save: +20 (+0 eff.) Only die when reaching: -40.00 life Maximum stamina: +55.00 Mindpower: +15 (+0 eff.) Light radius: +4 Healing mod.: +20% Rings can have magical properties. |
Around waist | drakeskin leather belt 'Murkwrither' drakeskin leather belt 'Murkwrither'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Damage when hit (Melee): 4 darkness / 16 arcane Changes stats: +6 Dex / +3 Mag / +6 Cun / +10 Lck Changes resistances: +6% acid Changes resistances penetration: +10% arcane / +15% acid Changes damage: +9% darkness Reduced damage from: +45% Summoned Trap disarming bonus: +25 Stealth bonus: +15 Vim when firing critical spell: +2.00 Maximum life: +130.00 Maximum mana: +140.00 Maximum stamina: +65.00 Maximum hate: +20.00 Maximum psi: +39.00 Maximum vim: +40.00 Maximum pos.energy: +36.00 Maximum neg.energy: +39.00 Spellpower: +2 (+0 eff.) Infravision radius: +6 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Reduces paradox anomalies(equivalent to willpower): +20 A belt that goes around your waist. |
In main hand | Unraroddalach the Scabmistress (83-132.8 power, 4 apr) Unraroddalach the Scabmistress (83-132.8 power, 4 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.0 - 132.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +8 temporal When wielded/worn: Accuracy: +6 (+0 eff.) Armour penetration: +44 Physical crit. chance: +21.0% Fatigue: -2% Damage when hit (Melee): 8 nature Changes stats: +3 Str / +2 Dex Changes resistances: +12% nature Changes resistances penetration: +10% mind / +21% physical Changes damage: +6% mind / +21% physical Critical mult.: +33.00% Reduces incoming crit damage: 10.00% Mental save: +30 (+1 eff.) Psi when hit: +0.24 Hate when firing a critical mind attack: +4.00 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +50 Massive two-handed swords. |
On hands | drakeskin leather gloves 'Eilinena' (0 def, 9 armour) drakeskin leather gloves 'Eilinena' (0 def, 9 armour)Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +35 (+0 eff.) Armour penetration: +13 Armour: +9 Changes stats: +15 Dex / +2 Mag / +9 Cun Changes resistances penetration: +30% physical Physical save: +30 (+1 eff.) Mental save: +15 (+0 eff.) Life regen: +0.40 Maximum life: +76.00 Mindpower: +6 (+0 eff.) Light radius: +2 See invisible: +6 It can be used to activate talent Steady Shot, placing all other charms into a 1 cooldown : Effective talent level: 237.3 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: A steady shot, doing 868% damage. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Rhavon (16 def, 51 armour) Rhavon (16 def, 51 armour)Requires: - Strength 60 - Talent 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: +51 Defense: +16 (+1 eff.) Fatigue: +40% Changes stats: +6 Cun / +9 Con Changes resistances: -17% light / +9% mind / +6% blight / +27% fire / +5% arcane / +15% darkness Changes resistances penetration: +15% arcane / +10% temporal Changes damage: +9% arcane Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +35 (+1 eff.) Mana each turn: +0.04 Only die when reaching: -20.00 life Defense after a teleport: +25 Resist all after a teleport: +10% New effects duration reduction after a teleport: +46% A suit of armour made of metal plates. |
Cloak | Galeminister (16 def, 9 armour) Galeminister (16 def, 9 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +9 Defense: +16 (+1 eff.) Damage when hit (Melee): 8 lightning Changes stats: +4 Str / +9 Con Changes resistances: +10% acid / +10% fire / +18% lightning / +10% cold Changes resistances penetration: +10% arcane Critical mult.: +5.00% Reduces incoming crit damage: 26.00% Physical save: +38 (+1 eff.) Spell save: +24 (+0 eff.) Mental save: +25 (+1 eff.) Maximum life: +101.00 Infravision radius: +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Tempestwrecker TempestwreckerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Ranged Defense: +2 (+1 eff.) Damage when hit (Melee): 12 nature / 8 lightning Changes resistances: +12% acid / +26% fire / +9% darkness / +32% cold Changes damage: +3% nature / +6% lightning Reduces incoming crit damage: 10.00% Spell save: +9 (+0 eff.) Blindness immunity: +25% Stun/Freeze immunity: +25% Only die when reaching: -40.00 life Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. 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. |
steel amulet 'Bethyrath' steel amulet 'Bethyrath'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +3 Str / +3 Wil / +1 Con Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties. |
steel amulet 'Voidclamor' steel amulet 'Voidclamor'Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes resistances: +10% blight / +12% nature / +6% darkness Changes damage: +3% darkness Talent mastery: +0.12 Cunning / Dirty fighting Poison immunity: +21% Disease immunity: +22% Life regen: +0.90 Amulets can have magical properties. |
Brightbraid the voratun amulet Brightbraid the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +4 Effects on melee hit: * 40% chance to gain 10% of a turn Changes stats: +10 Dex Changes resistances: +3% darkness / +6% lightning Reduces incoming crit damage: 10.00% Physical save: +22 (+0 eff.) Spell save: +25 (+0 eff.) Mental save: +21 (+0 eff.) Blindness immunity: +40% Silence immunity: +30% Pinning immunity: +10% Stun/Freeze immunity: +10% Knockback immunity: +15% Light radius: +4 Infravision radius: +9 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
Emasevena the voratun amulet Emasevena the voratun amuletCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +7 (+0 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Fatigue: -20% Damage when hit (Melee): 4 mind Changes stats: +19 Dex / +2 Wil / +18 Cun / +18 Con Changes resistances: +9% mind Changes resistances penetration: +10% mind Changes damage: +15% blight Critical mult.: +17.00% Spell save: +19 (+0 eff.) Life regen: +3.00 Stamina each turn: +2.80 Mana each turn: +0.04 Spell crit. chance: +10% Movement speed: +20% Damage Shield penetration: +80% Defense after a teleport: +30 Resist all after a teleport: +12% New effects duration reduction after a teleport: +58% Amulets can have magical properties. |
Gleamtouch the voratun amulet Gleamtouch the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +16 (+0 eff.) Armour: +8 Defense: +32 (+1 eff.) Effects on melee hit: * 30% chance to corrode armour * 20% chance to disease Damage when hit (Melee): 8 light / 47 acid Changes stats: +20 Lck Changes resistances: +9% blight / +29% temporal / +12% mind Changes resistances cap: +6% all Changes resistances penetration: +15% light Changes damage: +9% blight Physical save: +20 (+0 eff.) Pinning immunity: +50% Knockback immunity: +50% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Urthunarihell the voratun amulet Urthunarihell the voratun amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to disease Changes stats: +6 Wil / +2 Cun / +6 Con Changes resistances: +15% blight / +30% temporal Changes resistances penetration: +15% blight / +15% mind Physical save: +11 (+0 eff.) Mental save: +13 (+0 eff.) Confusion immunity: +25% Pinning immunity: +40% Knockback immunity: +47% Life regen: +3.00 Psi when hit: +0.04 Maximum life: +80.00 Maximum psi: +20.00 Mindpower: +14 (+0 eff.) Mental crit. chance: +4% Amulets can have magical properties. |
copper ring of blinding strikes copper ring of blinding strikesPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to blind Effects on ranged hit: * 11% chance to blind Rings can have magical properties. |
warrior's steel ring warrior's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Physical power: +10 (+0 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+0 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+1 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Hurikath the Arcworm Hurikath the ArcwormPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +20 (+0 eff.) Armour penetration: +11 Physical power: +24 (+0 eff.) Defense: +17 (+1 eff.) Damage when hit (Melee): 8 lightning Changes stats: +3 Str / +4 Dex / +7 Mag / +8 Cun Changes resistances: +6% physical Changes damage: +8% all Reduces incoming crit damage: 10.00% Physical save: +32 (+1 eff.) Spellpower: +35 (+1 eff.) Mindpower: +20 (+0 eff.) It can be used to activate talent Disengage, placing all other charms into a 1 cooldown : Effective talent level: 368.4 Power cost: 1 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 61 grids from your target. Rings can have magical properties. |
Morningenvy the voratun ring Morningenvy the voratun ringCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +17 (+0 eff.) Armour penetration: +16 Defense: +17 (+1 eff.) Changes stats: +6 Con Changes resistances: +6% lightning / +9% arcane / +3% nature Changes resistances penetration: +25% light Reduces incoming crit damage: 15.00% Physical save: +9 (+0 eff.) Spell save: +18 (+0 eff.) Mental save: +6 (+0 eff.) Cut immunity: +20% Stun/Freeze immunity: +50% Life regen: +4.10 Maximum stamina: +31.00 Light radius: +3 It can be used to activate talent Disengage, placing all other charms into a 1 cooldown : Effective talent level: 368.4 Power cost: 1 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 61 grids from your target. Rings can have magical properties. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+0 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Superiority +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
voratun ring 'Getalagorn' voratun ring 'Getalagorn'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +2 Changes stats: +6 Con Changes resistances: +18% mind / +9% fire Changes resistances penetration: +20% arcane Spell save: +20 (+0 eff.) Disarm immunity: +48% Pinning immunity: +50% Knockback immunity: +47% Life regen: +1.80 Maximum life: +164.00 Maximum stamina: +47.00 Healing mod.: +29% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +30% Rings can have magical properties. |
voratun ring 'Xeritha' voratun ring 'Xeritha'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+0 eff.) Armour: +4 Changes stats: +10 Dex / +3 Mag / +10 Cun / +6 Con Changes resistances: +15% acid Spell save: +19 (+0 eff.) Blindness immunity: +15% Pinning immunity: +25% Life regen: +2.00 Maximum life: +100.00 Maximum stamina: +35.00 Healing mod.: +30% Rings can have magical properties. |
Ce'Nemina the Blastmoon (78.5-117.75 power, 4 apr) Ce'Nemina the Blastmoon (78.5-117.75 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: 78.5 - 117.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to daze Damage (Melee): +28 light Burst (radius 1) on hit: +8 lightning / +4 arcane Damage against: +30% Undead When wielded/worn: Armour penetration: +21 Physical crit. chance: +21.0% Effects on melee hit: * 20% chance to gain 10% of a turn Changes resistances penetration: +5% arcane / +15% lightning Changes damage: +3% temporal Critical mult.: +28.00% Spell save: +10 (+0 eff.) Mana each turn: +0.12 Mana when firing critical spell: +3.00 Maximum vim: +20.00 Massive two-handed battleaxes. |
acidic dwarven-steel greatmaul of phasing (41-61.5 power, 9 apr) acidic dwarven-steel greatmaul of phasing (41-61.5 power, 9 apr)Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +1.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage Shield penetration (this weapon only): +14% Damage (Melee): +7 acid Massive two-handed mauls. |
Coalpunish the voratun greatmaul (63-94.5 power, 4 apr) Coalpunish the voratun greatmaul (63-94.5 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.0 - 94.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +4 light / +27 cold / +17 nature / +23 temporal Burst (radius 2) on crit: +12 darkness When wielded/worn: Damage when hit (Melee): 4 light Changes resistances penetration: +10% light Massive two-handed mauls. |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
iron greatsword (14.5-23.2 power, 1 apr) iron greatsword (14.5-23.2 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.5 - 23.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
thought-forged stralite greatsword of massacre (63.5-101.6 power, 3 apr) thought-forged stralite greatsword of massacre (63.5-101.6 power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 63.5 - 101.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 21% chance to cause random gloom Damage (Melee): +14 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Massive two-handed swords. |
Brenysarek (80-128 power, 4 apr) Brenysarek (80-128 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: 80.0 - 128.0 Uses stat: 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict damage reduction * 20% chance to curse the target Damage Shield penetration (this weapon only): +20% When wielded/worn: Armour penetration: +21 Physical crit. chance: +20.0% Changes stats: +4 Wil Changes resistances: +9% darkness / +9% temporal Critical mult.: +28.00% Reduces incoming crit damage: 5.00% Spell save: +9 (+0 eff.) Mental save: +20 (+0 eff.) Disease immunity: +25% Knockback immunity: +5% Mana each turn: +0.12 Spellpower: +6 (+0 eff.) Mental crit. chance: +2% Massive two-handed swords. |
Champion's Will (67-107.2 power, 22 apr) Champion's Will (67-107.2 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 20% Con, 115% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Physical crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 13305 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 1 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Huridoregodur the Taintwind (62-99.2 power, 4 apr) Huridoregodur the Taintwind (62-99.2 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: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 nature Burst (radius 2) on crit: +28 fire When wielded/worn: Accuracy: +21 (+0 eff.) Armour penetration: +21 Physical crit. chance: +21.0% Defense: +14 (+1 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 nature Changes resistances penetration: +15% nature / +21% fire Changes damage: +12% nature Critical mult.: +28.00% Mental save: +3 (+0 eff.) Disarm immunity: +70% Psi when hit: +0.08 Maximum psi: +20.00 Mindpower: +8 (+0 eff.) Mental crit. chance: +1% Global speed: +8% Massive two-handed swords. |
Isseran (80.5-128.8 power, 4 apr) Isseran (80.5-128.8 power, 4 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 80.5 - 128.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +16 mind When wielded/worn: Accuracy: +20 (+0 eff.) Effects on melee hit: * 40 arcane resource burn * Slows global speed by 30% Changes stats: +1 Cun / +10 Str Changes resistances: +6% blight / +15% cold / +9% light / +6% nature Changes resistances penetration: +20% mind / +21% darkness Changes damage: +9% mind / +21% physical Critical mult.: +20.00% Spell save: +39 (+1 eff.) Stamina when hit: +4.00 Massive two-handed swords. |
voratun greatsword (61.5-98.4 power, 4 apr) voratun greatsword (61.5-98.4 power, 4 apr)Requires: - Strength 48 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% Massive two-handed swords. |
voratun greatsword 'Flaremoon' (69.5-111.2 power, 4 apr) voratun greatsword 'Flaremoon' (69.5-111.2 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 / greatsword ; tier 5 It must be held with both hands. Base power: 69.5 - 111.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +16 acid / +23 temporal / +12 blight Burst (radius 2) on crit: +16 acid When wielded/worn: Armour penetration: +17 Physical crit. chance: +21.0% Damage when hit (Melee): 28 temporal Changes resistances: +9% blight / +27% temporal Changes resistances penetration: +10% fire / +21% mind / +21% darkness Changes damage: +9% acid / +9% blight Critical mult.: +28.00% Reduces incoming crit damage: 10.00% Massive two-handed swords. |
hateful iron mace of vileness (13.5-18.9 power, 2 apr) hateful iron mace of vileness (13.5-18.9 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 7% chance to disease Damage (Melee): +7 blight / +5 darkness Damage against: +6% Living Blunt and deadly. |
Great Caller (10-11 power, 18 apr, nature damage) Great Caller (10-11 power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 35% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% physical / +8% cold / +8% fire Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+0 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 It can be used to activate talent Rage (costing 1 power out of 16/16) : Effective talent level: 4.0 Power cost: 1 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 172 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Eyal's Will (22-24.2 power, 40 apr, nature damage) Eyal's Will (22-24.2 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+0 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 1 power out of 30/30) : Effective talent level: 3.0 Power cost: 1 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 25, doing 11780.60 slime damage for 48 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Bathad the dragonbone longbow Bathad the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 16% chance to corrode armour Damage (Ranged): +35 fire When wielded/worn: Changes stats: +8 Dex / +1 Con Changes resistances: +2% physical Changes resistances penetration: +15% acid / +15% fire Changes damage: +3% blight Maximum encumbrance: +20 Physical save: +12 (+0 eff.) Life regen: +2.70 Stamina each turn: +0.60 Global speed: +6% Resist all after a teleport: +6% Longbows are used to shoot arrows at your foes. |
drakeskin leather sling 'Hellpall' drakeskin leather sling 'Hellpall'Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 On weapon hit: * 60% chance to cause random gloom Travel speed: +200% When wielded/worn: Changes stats: +7 Dex Changes resistances: +3% mind Changes resistances penetration: +30% arcane Changes damage: +21% physical / +9% arcane / +12% fire Talents cooldown: Multishot (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
Voryrinne the Dawnbender (20/20, 21.5-30.1 power, 7 apr) Voryrinne the Dawnbender (20/20, 21.5-30.1 power, 7 apr)Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 21.5 - 30.1 Uses stats: 70% Dex, 50% Str Damage type: Light Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +7 Physical crit. chance: +1.5% Capacity: 20 Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +4 light Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Glintblack' (17/17, 34.5-48.3 power, 11 apr) quiver of yew arrows 'Glintblack' (17/17, 34.5-48.3 power, 11 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Base power: 34.5 - 48.3 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +11 Physical crit. chance: +4.0% Capacity: 17 On weapon crit: * wounds the target Travel speed: +200% Damage (Ranged): +14 cold / +13 bleed Burst (radius 1) on hit: +12 light Burst (radius 2) on crit: +8 cold Arrows are used with bows to pierce your foes to death. |
The Titan's Quiver (18/18, 62-86.8 power, 20 apr) The Titan's Quiver (18/18, 62-86.8 power, 20 apr)Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 62.0 - 86.8 Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Physical crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Duvohad (5 def, 5 armour) Duvohad (5 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +5 Defense: +5 (+0 eff.) Changes stats: +1 Cun / +2 Wil Changes damage: +11% arcane Physical save: +32 (+1 eff.) Maximum mana: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+0 eff.) Defense: +6 (+0 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+0 eff.) Blindness immunity: +50% Spellpower: +30 (+1 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Kiromilen (9 def, 16 armour) Kiromilen (9 def, 16 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+0 eff.) Armour: +16 Defense: +9 (+0 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 8 fire Damage when hit (Melee): 8 blight Changes stats: +7 Str / +7 Dex Changes resistances: +3% blight / +21% fire / +14% physical Critical mult.: +15.00% Physical save: +13 (+0 eff.) Blindness immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% A suit of armour made of leather. |
reinforced leather armour 'Glaresever' (11 def, 7 armour) reinforced leather armour 'Glaresever' (11 def, 7 armour)Requires: - Strength 18 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +11 (+0 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +5 Str / +7 Dex / +5 Mag / +9 Wil / +4 Cun Changes resistances: +19% acid Changes resistances penetration: +5% light Light radius: +2 Movement speed: +20% A suit of armour made of leather. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+0 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+0 eff.) Mindpower: +10 (+0 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Aryrebremina the iron mail armour (2 def, 4 armour) Aryrebremina the iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +16% acid / +2% physical Confusion immunity: +5% A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
iron mail armour of resilience (2 def, 4 armour) iron mail armour of resilience (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Maximum life: +21.00 A suit of armour made of mail. |
steel mail armour (2 def, 6 armour) steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% A suit of armour made of mail. |
dwarven-steel mail armour 'Hettirin' (3 def, 8 armour) dwarven-steel mail armour 'Hettirin' (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+0 eff.) Fatigue: +16% Changes stats: +4 Cun / +6 Wil Changes resistances: +12% blight / +18% fire / +12% nature Reduces incoming crit damage: 15.00% Mental save: +11 (+0 eff.) Infravision radius: +1 A suit of armour made of mail. |
Lisolaith the Cracklegash (9 def, 50 armour) Lisolaith the Cracklegash (9 def, 50 armour)Requires: - Strength 60 - Talent 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: +50 Defense: +9 (+0 eff.) Fatigue: +16% Damage when hit (Melee): 28 nature / 12 fire Changes resistances: +13% acid / +15% cold / +21% lightning Changes damage: +12% lightning Allows you to breathe in: water Physical save: +15 (+0 eff.) A suit of armour made of metal plates. |
Urudunalen the voratun plate armour (9 def, 46 armour) Urudunalen the voratun plate armour (9 def, 46 armour)Requires: - Strength 60 - Talent 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 penetration: +2 Armour: +46 Defense: +9 (+0 eff.) Fatigue: +18% Damage when hit (Melee): 11 light Changes stats: +2 Str / +6 Wil Changes resistances: +36% blight / +3% cold / +27% darkness Changes resistances penetration: +5% mind Critical mult.: +26.00% Reduces incoming crit damage: 5.00% Physical save: +28 (+1 eff.) Mental crit. chance: +1% Light radius: +2 A suit of armour made of metal plates. |
Duathelmire the rough leather belt Duathelmire the rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 12 darkness Changes resistances penetration: +5% darkness Mental save: +6 (+0 eff.) Spellpower: +2 (+0 eff.) A belt that goes around your waist. |
Brodothad BrodothadInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +4 Wil / +3 Con Changes resistances: +6% blight Changes resistances penetration: +15% blight Changes damage: +15% acid Physical save: +9 (+0 eff.) Mental save: +18 (+0 eff.) Maximum life: +82.00 Mindpower: +14 (+0 eff.) A belt that goes around your waist. |
Xerorivea the Singeprophet Xerorivea the SingeprophetPowered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 8 temporal / 20 fire Changes stats: +2 Con / +1 Mag Changes resistances penetration: +5% temporal Maximum encumbrance: +28 Mental save: +8 (+0 eff.) Mana each turn: +0.18 Maximum mana: +27.00 Mindpower: +5 (+0 eff.) A belt that goes around your waist. |
grounding hardened leather belt of shielding grounding hardened leather belt of shieldingPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Changes resistances: +7% lightning / +6% temporal It can be used to create a temporary shield that absorbs 191 damage, putting all charms on cooldown for 1 turns. A belt that goes around your waist. |
Mayytha the drakeskin leather belt Mayytha the drakeskin leather beltInfused 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: +14 (+0 eff.) Defense: +6 (+0 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +6 Str / +4 Mag / +10 Wil / +6 Con Changes resistances: +6% light / +6% temporal Changes damage: +9% arcane Reduced damage from: +45% Summoned Physical save: +12 (+0 eff.) Mental save: +44 (+1 eff.) Disarm immunity: +20% Maximum life: +96.00 Maximum mana: +80.00 Spellpower: +10 (+0 eff.) Spell crit. chance: +3% Size category: +1 A belt that goes around your waist. |
drakeskin leather belt 'Earyharalathaneg' drakeskin leather belt 'Earyharalathaneg'Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +21 Damage when hit (Melee): 20 acid Changes stats: +1 Mag Changes resistances: +6% light Grants telepathy: Demon/Minor Demon/Major Physical save: +42 (+1 eff.) Disease immunity: +15% Stun/Freeze immunity: +15% Mana each turn: +0.57 Maximum life: +130.00 Maximum mana: +140.00 Maximum stamina: +56.00 Maximum hate: +20.00 Maximum psi: +34.00 Maximum vim: +33.00 Maximum pos.energy: +40.00 Maximum neg.energy: +40.00 Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +10 Reduces paradox anomalies(equivalent to willpower): +19 It can be used to create a temporary shield that absorbs 398 damage, putting all charms on cooldown for 1 turns. A belt that goes around your waist. |
drakeskin leather belt 'Magmawreath' drakeskin leather belt 'Magmawreath'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +8 (+0 eff.) Armour: +15 Defense: +15 (+1 eff.) Changes stats: +7 Str / +7 Dex / +6 Wil / +7 Cun Changes resistances: +1% physical / +3% fire Changes resistances penetration: +5% physical Changes damage: +3% fire Critical mult.: +15.00% Physical save: +51 (+1 eff.) Spell save: +15 (+0 eff.) Mental save: +20 (+0 eff.) Life regen: +4.20 Maximum mana: +80.00 Maximum hate: +2.00 Healing mod.: +29% A belt that goes around your waist. |
drakeskin leather belt 'Turogagorn' drakeskin leather belt 'Turogagorn'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Defense: +19 (+1 eff.) Changes stats: +3 Dex / +4 Mag / +5 Cun / +7 Lck Changes resistances: +6% blight / +3% mind / +9% light Trap disarming bonus: +20 Stealth bonus: +27 Disarm immunity: +5% Mana each turn: +0.43 Maximum mana: +40.00 Infravision radius: +5 Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sparkbraid (2 def, 0 armour) Sparkbraid (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Str / +2 Mag / +1 Wil / +1 Cun / +2 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Blazeblack (18 def, 7 armour) Blazeblack (18 def, 7 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +6 (+0 eff.) Physical crit. chance: +3.0% Physical power: +6 (+0 eff.) Armour: +7 Defense: +18 (+1 eff.) Changes stats: +4 Mag / +4 Wil Changes resistances: +18% lightning / +30% temporal / +29% darkness / +3% physical Changes damage: +12% physical Physical save: +25 (+0 eff.) Spell save: +25 (+0 eff.) Mental save: +20 (+0 eff.) Stamina each turn: +0.60 Defense after a teleport: +28 Resist all after a teleport: +15% New effects duration reduction after a teleport: +28% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 1 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+0 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 60128.64 cold damage and condensing the air into freezing vapors that deal 20042.88 cold damage (based on Magic) each turn for 10 turns, costing 1 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
elven-silk cloak 'Skymarrow' (18 def, 0 armour) elven-silk cloak 'Skymarrow' (18 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +18 (+1 eff.) Damage when hit (Melee): 12 mind Changes stats: +4 Wil Changes resistances: +39% nature / +37% blight Changes damage: +9% lightning / +12% arcane / +6% mind Physical save: +15 (+0 eff.) Life regen: +5.00 Hate when firing a critical mind attack: +2.00 Mindpower: +4 (+0 eff.) Healing mod.: +57% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow elven-silk cloak of fog (12 def, 0 armour) shadow elven-silk cloak of fog (12 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+0 eff.) Changes resistances: +17% fire / +19% light / +20% darkness Changes resistances penetration: +11% darkness Changes damage: +15% darkness Stealth bonus: +27 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of rough leather boots of tirelessness (0 def, 5 armour) miner's pair of rough leather boots of tirelessness (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Stamina each turn: +0.40 Maximum stamina: +14.00 Infravision radius: +1 A pair of boots made of leather. |
Sulfurstake the pair of drakeskin leather boots (10 def, 5 armour) Sulfurstake the pair of drakeskin leather boots (10 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+0 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +5% Effects on melee hit: * 75% chance to corrode armour * Slows global speed by 30% * 50% chance to gain 10% of a turn Changes stats: +4 Str / +4 Con Changes resistances penetration: +5% arcane / +10% temporal Changes damage: +12% acid / +6% temporal / +6% nature Physical save: +14 (+0 eff.) Spell save: +15 (+0 eff.) Mental save: +15 (+0 eff.) It can be used to activate talent Rush, placing all other charms into a 1 cooldown : Effective talent level: 224.7 Power cost: 1 out of 25/25. Range: 51 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
pair of drakeskin leather boots 'Splendourtide' (21 def, 5 armour) pair of drakeskin leather boots 'Splendourtide' (21 def, 5 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +21 (+1 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to blind Changes stats: +10 Str / +3 Wil / +10 Con Changes resistances: +9% light Changes damage: +10% physical Mental save: +12 (+0 eff.) Stamina each turn: +1.30 Hate when firing a critical mind attack: +3.00 Maximum stamina: +35.00 Mindpower: +4 (+0 eff.) Mental crit. chance: +3% Size category: +1 It can be used to activate talent Heave, placing all other charms into a 1 cooldown : Effective talent level: 552.6 Power cost: 1 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 75 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
Samakalthochik (0 def, 3 armour) Samakalthochik (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Changes resistances penetration: +10% blight Maximum encumbrance: +21 Physical save: +5 (+0 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of uncanny dodging (2 def, 3 armour) pair of iron boots of uncanny dodging (2 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Silawe (0 def, 4 armour) Silawe (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +1 Physical crit. chance: +1.0% Armour: +4 Fatigue: +3% Changes resistances penetration: +10% physical Silence immunity: +21% Confusion immunity: +28% Stun/Freeze immunity: +20% Life regen: +0.20 Stamina each turn: +0.70 Maximum stamina: +18.00 Spellpower: +3 (+0 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xeridhegawyn (0 def, 25 armour) Xeridhegawyn (0 def, 25 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +25 Fatigue: +4% Changes stats: +2 Dex Changes resistances: +15% acid / +14% fire / +14% lightning / +15% cold Reduces incoming crit damage: 5.00% Physical save: +29 (+1 eff.) Silence immunity: +49% Confusion immunity: +46% Stun/Freeze immunity: +48% Life regen: +0.40 Maximum life: +30.00 Maximum stamina: +20.00 Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Jetcrypt the drakeskin leather gloves (0 def, 3 armour) Jetcrypt the drakeskin leather gloves (0 def, 3 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+0 eff.) Armour: +3 Effects on melee hit: * 25% chance to cause random gloom * 45% chance to corrode armour Damage (Melee): 40 darkness / 40 mind Changes stats: +6 Con Changes resistances: +6% acid Changes resistances penetration: +5% darkness Changes damage: +3% light / +6% darkness Physical save: +39 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +12 (+0 eff.) Disarm immunity: +88% Mindpower: +10 (+0 eff.) Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 1 cooldown : Effective talent level: 211.4 Power cost: 1 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 234% and provides a 287% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder iron gauntlets (0 def, 1 armour) cinder iron gauntlets (0 def, 1 armour)Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 5 fire Changes resistances: +6% fire Changes damage: +3% fire Metal gloves protecting the hands up to the middle of the lower arm. |
miner's hardened leather cap of constitution (+4) (0 def, 6 armour) miner's hardened leather cap of constitution (+4) (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +4 Con Infravision radius: +1 A cap made of leather. |
Blastbore (12 def, 5 armour) Blastbore (12 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+0 eff.) Physical crit. chance: +8.0% Physical power: +6 (+0 eff.) Armour: +5 Defense: +12 (+0 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to inflict damage reduction Effects when hit in melee: * 20% chance to gain 10% of a turn Changes stats: +5 Str / +10 Cun / +5 Con / +17 Lck Changes resistances: +9% lightning Reduces incoming crit damage: 15.00% Spell save: +33 (+1 eff.) Blindness immunity: +30% Disarm immunity: +15% Only die when reaching: -60.00 life Spell crit. chance: +5% Mental crit. chance: +5% A cap made of leather. |
insulating iron helm (0 def, 3 armour) insulating iron helm (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +6% fire / +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Anelerion the dwarven-steel helm (0 def, 4 armour) Anelerion the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Dex / +2 Wil Changes resistances: +8% acid / +8% temporal / +8% fire / +9% cold / +19% lightning Mana each turn: +0.16 Mana when firing critical spell: +3.00 Maximum vim: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Isolelle (0 def, 5 armour) Isolelle (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Str / +3 Wil / +3 Cun Changes resistances: +11% acid / +21% fire / +18% cold / +12% lightning Changes damage: +3% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
40 agate 40 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
51 spinel 51 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
32 ametrine 32 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
44 citrine 44 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
37 zircon 37 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
35 aquamarine 35 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
33 opal 33 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
36 topaz 36 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
40 amethyst 40 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
34 onyx 34 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
30 lapis lazuli 30 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+0 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
32 emerald 32 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
36 garnet 36 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
35 quartz 35 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
19 sapphire 19 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
27 jade 27 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
26 turquoise 26 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
30 ruby 30 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
26 amber 26 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
27 bloodstone 27 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
27 fire opal 27 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
23 diamond 23 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
25 moonstone 25 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+0 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 eff.) When used to imbue an object: Defense: +10 (+0 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+0 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
21 pearl 21 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Windborne Azurite Windborne AzuritePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Air currents swirl around this bright blue jewel. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 1 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
9448 alchemist agate 9448 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Elenidir ElenidirInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+0 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +8 Wil Critical mult.: +13.00% Spell save: +3 (+0 eff.) Mana each turn: +0.04 Mana when firing critical spell: +1.00 Vim when firing critical spell: +1.00 Maximum life: +64.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
iron pickaxe (dig speed 38 turns) iron pickaxe (dig speed 38 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Salogann the Blastbender (dig speed 13 turns) Salogann the Blastbender (dig speed 13 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Fatigue: -5% Damage when hit (Melee): 12 lightning Changes stats: +7 Str Changes resistances: +9% lightning Changes resistances penetration: +5% lightning Maximum life: +23.00 Maximum stamina: +20.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 1 cooldown : Effective talent level: 224.7 Power cost: 1 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +1500 accuracy and allowing you to attack creatures you cannot see without penalty for the next 23 turns. Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Furnacevalor' (dig speed 10 turns) voratun pickaxe 'Furnacevalor' (dig speed 10 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+0 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn Changes stats: +3 Str / +5 Mag / +3 Wil Changes resistances: +6% temporal / +10% physical Changes resistances penetration: +20% fire Changes damage: +18% mind Grants telepathy: Dragon Critical mult.: +25.00% Mental save: +20 (+0 eff.) Hate when firing a critical mind attack: +3.00 Maximum mana: +50.00 Maximum hate: +4.00 Spell crit. chance: +10% Lowers spell cool-downs by: 10% Mental crit. chance: +3% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 1 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven-steel torque of thermal psionic shield 'Tuladir' [power 369] (1 cooldown) dwarven-steel torque of thermal psionic shield 'Tuladir' [power 369] (1 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Damage when hit (Melee): 12 blight Changes resistances penetration: +20% blight Changes damage: +3% blight / +3% arcane It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 369 for 7 turns, putting all charms on cooldown for 1 turns. Torques are made by powerful psionics to store psionic powers. |
Hanirand the Willowlord [power 95] (1 cooldown) Hanirand the Willowlord [power 95] (1 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 4 blight / 20 nature Maximum wards: +3 physical / +4 mind / +4 darkness Changes resistances penetration: +10% nature Changes damage: +9% nature / +9% blight Talent cooldown: Silence (+10 turn) Talents granted: +9 Silence +1 Ward It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 95 for 7 turns, putting all charms on cooldown for 1 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of mindblast 'Duskserpent' [power 629] (1 cooldown) voratun torque of mindblast 'Duskserpent' [power 629] (1 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 28 blight / 24 mind Changes resistances: +6% darkness Changes resistances penetration: +20% acid Changes damage: +6% mind Talent cooldown: Telekinetic Blast (+10 turn) Talent granted: +10 Telekinetic Blast Spell save: +40 (+1 eff.) Mana each turn: +0.08 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +16 Spell crit. chance: +7% Damage Shield penetration: +30% It can be used to fire a blast of psionic energies in a range 22 beam dealing 629.00 to 1258.00 mind damage, putting all charms on cooldown for 1 turns. Torques are made by powerful psionics to store psionic powers. |
Dagoyon the Bleakhunt [power 47] (1 cooldown) Dagoyon the Bleakhunt [power 47] (1 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Changes stats: +1 Str Changes resistances: +12% darkness Critical mult.: +3.00% Reduces incoming crit damage: 10.00% It can be used to harden the skin for 7 turns increasing armour by 47 and armour hardiness by 70%, putting all charms on cooldown for 1 turns. Natural totems are made by powerful wilders to store nature power. |
Mayalle [power 192] (1 cooldown) Mayalle [power 192] (1 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 28 acid Changes stats: +3 Str / +3 Wil / +4 Con Talent granted: +5 Rushing Claws Reduces incoming crit damage: 20.00% Light radius: +3 See invisible: +9 It can be used to heal a target within range 22 (based on Willpower) for 192, putting all charms on cooldown for 1 turns. Natural totems are made by powerful wilders to store nature power. |
bright yew wand of conjuration [power 205] (1 cooldown) bright yew wand of conjuration [power 205] (1 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to fire a bolt of a random element with (base) damage 102 to 205, putting all charms on cooldown for 1 turns. When used: 100% chance to regenerate 4 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Toarzysz the Cornac Berserker level 531
1st Summertide 122nd year of Ascendancy at 08:56 see stats
By Toarzysz the Cornac Berserker level 44
6th Mirth 122nd year of Ascendancy at 16:05 see stats
By Toarzysz the Cornac Berserker level 9
75th Pyre 122nd year of Ascendancy at 21:45 see stats
By Toarzysz the Cornac Berserker level 27
3rd Mirth 122nd year of Ascendancy at 23:42 see stats
By Toarzysz the Cornac Berserker level 25
3rd Mirth 122nd year of Ascendancy at 08:14 see stats
By Toarzysz the Cornac Berserker level 16
1st Mirth 122nd year of Ascendancy at 05:51 see stats
By Toarzysz the Cornac Berserker level 264
9th Mirth 122nd year of Ascendancy at 08:51 see stats
By Toarzysz the Cornac Berserker level 425
10th Mirth 122nd year of Ascendancy at 16:13 see stats
By Toarzysz the Cornac Berserker level 23
2nd Mirth 122nd year of Ascendancy at 21:12 see stats
By Toarzysz the Cornac Berserker level 520
1st Summertide 122nd year of Ascendancy at 05:21 see stats
By Toarzysz the Cornac Berserker level 30
4th Mirth 122nd year of Ascendancy at 07:45 see stats
By Toarzysz the Cornac Berserker level 672
2nd Summertide 122nd year of Ascendancy at 11:38 see stats
By Toarzysz the Cornac Berserker level 35
5th Mirth 122nd year of Ascendancy at 01:29 see stats
By Toarzysz the Cornac Berserker level 841
3rd Summertide 122nd year of Ascendancy at 19:21 see stats
By Toarzysz the Cornac Berserker level 41
6th Mirth 122nd year of Ascendancy at 04:04 see stats
By Toarzysz the Cornac Berserker level 947
2nd Flare 122nd year of Ascendancy at 07:27 see stats
By Toarzysz the Cornac Berserker level 48
7th Mirth 122nd year of Ascendancy at 12:41 see stats
By Toarzysz the Cornac Berserker level 52
8th Mirth 122nd year of Ascendancy at 04:44 see stats
By Toarzysz the Cornac Berserker level 148
8th Mirth 122nd year of Ascendancy at 18:20 see stats
By Toarzysz the Cornac Berserker level 215
9th Mirth 122nd year of Ascendancy at 01:09 see stats
By Toarzysz the Cornac Berserker level 10
76th Pyre 122nd year of Ascendancy at 14:57 see stats
By Toarzysz the Cornac Berserker level 20
1st Mirth 122nd year of Ascendancy at 22:49 see stats
By Toarzysz the Cornac Berserker level 30
4th Mirth 122nd year of Ascendancy at 07:25 see stats
By Toarzysz the Cornac Berserker level 40
5th Mirth 122nd year of Ascendancy at 18:10 see stats
By Toarzysz the Cornac Berserker level 50
7th Mirth 122nd year of Ascendancy at 18:33 see stats
By Toarzysz the Cornac Berserker level 18
1st Mirth 122nd year of Ascendancy at 15:38 see stats
By Toarzysz the Cornac Berserker level 791
3rd Summertide 122nd year of Ascendancy at 05:23 see stats
By Toarzysz the Cornac Berserker level 3
74th Pyre 122nd year of Ascendancy at 11:42 see stats
By Toarzysz the Cornac Berserker level 3
74th Pyre 122nd year of Ascendancy at 11:42 see stats
By Toarzysz the Cornac Berserker level 4
74th Pyre 122nd year of Ascendancy at 18:20 see stats
By Toarzysz the Cornac Berserker level 4
74th Pyre 122nd year of Ascendancy at 17:34 see stats
By Toarzysz the Cornac Berserker level 2
74th Pyre 122nd year of Ascendancy at 11:00 see stats
Log
Toarzysz no longer revels in blood quite so much.