












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Exponential Leveling 1.7.4Exponential 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
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Wyrmic |
| Level / Exp | 50 / 1487% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 169 (base 60) |
| Dexterity | 152 (base 60) |
| Constitution | 184 (base 60) |
| Magic | 154 (base 60) |
| Willpower | 171 (base 60) |
| Cunning | 172 (base 60) |
Resources
| Life | 55907/55900 |
| Stamina | 8075/8097 |
| Equilibrium | 93 |
| Healing Factor | 2.0486999750765 |
| Regeneration | 1487.1501341066 |
Speed
| Mental | +33.25253833397% |
| Attack | +13.25253833397% |
| Movement | +78.50321938944% |
| Spell | 0% |
| Global | +120% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 10 |
| See Stealth | 109.67377556588 |
| See Invisible | 109.67377556587 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 324 |
| Accuracy | 93 |
| Crit Chance | 120% |
| APR | 41 |
| Speed | 0.75 |
Offense: Offhand
| Damage | 259 |
| Accuracy | 97 |
| Crit Chance | 112% |
| APR | 90 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 47.5 |
| Crit Chance | 61% |
| Speed | 1 |
Offense: Mind
| Mindpower | 127 |
| Crit Chance | 100% |
| Speed | 0.8829824167394 |
Offense: Damage Bonus
| Acid | +45% |
| Blight | +23% |
| Arcane | +21% |
| Cold | +35% |
| All | 0% |
| Lightning | +80% |
| Physical | +60% |
| Darkness | +23% |
| Fire | +35% |
| Nature | +68% |
Offense: Damage Penetration
| Acid | +74% |
| Blight | +74% |
| Physical | +74% |
| Cold | +74% |
| All | +40% |
| Lightning | +74% |
| Darkness | +74% |
| Fire | +74% |
| Nature | +99% |
Defense: Base
| Armour (hardiness) | 89.910197951588 (100%) |
| Defense | 124 |
| Ranged Defense | 124 |
| Fatigue | 0 |
| Physical Save | 84 |
| Spell Save | 77 |
| Mental Save | 71 |
Defense: Resistances
| Acid | + 53%( 70%) |
| Blight | + 26%( 70%) |
| Physical | + 70%( 70%) |
| Cold | + 49%( 70%) |
| All | + 23%( 70%) |
| Darkness | + 26%( 70%) |
| Temporal | + 32%( 70%) |
| Lightning | + 70%( 70%) |
| Mind | + 35%( 70%) |
| Fire | + 49%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Pinning Resistance | 99% |
| Disarm Resistance | 80% |
| Confusion Resistance | 0% |
| Knockback Resistance | 100% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 26% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 983 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 56% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 400 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 46% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1145% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Sand drake aspect | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Earthen vines | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Duelist | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (utility) | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 1.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Fire drake aspect | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Higher draconic abilities | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Venom drake aspect | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Krog | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Call of the wild | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Antimagic | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
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Effects
| talent | Stone Vines |
| talent | Elemental Harmony |
| talent | Psiblades |
| talent | Icy Skin |
| talent | Antimagic Shield |
| beneficial effect | All stats increased by 81. Pain Enhancement System |
| detrimental effect | Zone-wide effect: +10% acid damage, -10% acid resistance, -10% defense, -20% disarm immunity. Noxious fumes |
| beneficial effect | Lightning Catcher has caught energy and is empowering you for +45% lightning damage and +9 to all stats. Caught Lightning |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+15). Continuum Destabilization |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You successfully escorted the lost soldier to the recall portal on level 3 of Dreadfell. Escort: lost soldier (level 3 of Dreadfell)As a reward you gained talent category Technique / Shield defense (at mastery 0.90). | done |
You successfully escorted the lost spellblade to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost spellblade (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Wild-gift / Earthen vines (at mastery 0.90). | done |
You failed to protect the lost tinker from death by red crystal. Escort: lost tinker (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Technique / Conditioning (at mastery 0.90). | done |
You successfully escorted the lost wyrmic to the recall portal on level 4 of Dreadfell. Escort: lost wyrmic (level 4 of Dreadfell) | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Dual techniques (at mastery 0.90). | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you gained talent category Wild-gift / Summoning (utility) (at mastery 0.90). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2222. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed hummerhorn wing. * You've found the needed vampire lord fang. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed bloated horror heart. * You've found the needed snow giant kidney. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed bear paw. * You've found the needed storm wyrm claw. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed red crystal shard. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. Unbreakable Greaves (8 def, 20 armour) (On feet)]Unbreakable Greaves (8 def, 20 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) (-) Armour: +20 (-) Armour Hardiness: +20% (-) Defense: +8 (+2 eff.) (-) Fatigue: +12% (-) Changes stats: +20(-) Str / -6(-) Dex / +10(-) Con Changes resistances: +15%(-) acid / +15%(-) physical Changes damage: +15%(-) physical Knockback immunity: +100% (-) These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | [vs. dwarven lantern 'Earuromildil' (Light source)]dwarven lantern 'Earuromildil' Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 (-) Armour: +12 (-) Defense: +40 (+6 eff.) (-) Changes stats: +5(-) Con Changes resistances: +24%(-) lightning / +12%(-) temporal Changes resistances penetration: +15%(-) all Changes damage: +21%(-) arcane Spell save: +21 (+5 eff.) (-) Life regen: +6.84 (-) Stamina each turn: +5.13 (-) Mana each turn: +0.20 (-) Only die when reaching: -136.70 life (-) Light radius: +7 (-) Healing mod.: +30% (-) Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| On head | [vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]Steel Helm of Garkul (0 def, 6 armour) Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. The set is complete. When wielded/worn: Armour: +6 (-) Fatigue: +8% (-) Damage (Melee): 5(-) % chance to summon an orc spirit Changes stats: +5(-) Str / +4(-) Wil / +5(-) Con Changes damage: +10%(-) physical Talent masteries: +0.20(-) Technique / Thuggery Physical save: +12 (+2 eff.) (-) Spell save: +12 (+3 eff.) (-) Mental save: +12 (+3 eff.) (-) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | [vs. Spellhunt Remnants (6 def, 8 armour) (On hands)]Spellhunt Remnants (6 def, 8 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 (-) Defense: +6 (+1 eff.) (-) Changes stats: +10(-) Cun / +10(-) Wil Changes resistances penetration: +25%(-) nature Changes damage: +25%(-) nature Spell save: +15 (+3 eff.) (-) Maximum life: +100.00 (-) Mindpower: +12 (+2 eff.) (-) Mental crit. chance: +15% (-) Light radius: +1 (-) When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Armour Penetration: +18 (-) Crit. chance: +12.0% (-) Attack speed: 83% (-) When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). On weapon hit: * 50 arcane resource burn Damage (Melee): +20(-) silence Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 274.67 arcane damage and stunned) Activation costs 52 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
| Tool | [vs. Cut Drem Arm (Tool)]Cut Drem Arm Powered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25(-) darkness Disarm immunity: +100% (-) The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
| On fingers | [vs. obscure voratun ring of perseverance (On fingers, 1 of 2)]obscure voratun ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to cause random gloom Damage (Melee): 0(-15) item mind gloom Damage (Ranged): 19(-) wasting temporal Physical save: +15 (+3 eff.) (-) Stun/Freeze immunity: +30% (-) Life regen: +9.00 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. obscure voratun ring of perseverance (On fingers, 1 of 2)]Ring of the War Master Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Damage (Melee): 0(-15) item mind gloom Damage (Ranged): 0(-19) wasting temporal Changes stats: +3 Str / +3 Dex / +3 Con Talent category bonus: +0.30 Technique Physical save: +0 (+0 eff.) (-15 (-3 eff.)) Stun/Freeze immunity: +0% (-30%) Life regen: +0.00 (-9.00) A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. Tap to cycle through comparison choices |
| Around neck | [vs. Garkul's Teeth (Around neck)]Garkul's Teeth Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. The set is complete. When wielded/worn: Changes stats: +10(-) Str / +6(-) Con Talent masteries: +0.10(-) Technique / Berserker's strength +0.10(-) Technique / Bloodthirst +0.10(-) Technique / Warcries +0.10(-) Technique / Two-handed assault Physical save: +18 (+4 eff.) (-) Mental save: +18 (+4 eff.) (-) Pinning immunity: +100% (-) Only die when reaching: -100.00 life (-) It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 7.7 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 858.65 physical damage in a radius 9 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
| In main hand | [vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Punae's Blade (46-64 power, 4 apr) Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 (-) Crit. chance: +10.0% (-) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +20.0% (-) Defense: +40 (+6 eff.) (-) Combat speed: +20% (-) Chance to avoid attacks: +10% (-) This very thin sword cuts through the air with ease, allowing remarkably quick movement. Tap to cycle through comparison choices |
| Around waist | [vs. Lightning Catcher (Around waist)]Lightning Catcher Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% (-) Changes resistances: +30%(-) lightning Stun/Freeze immunity: +30% (-) Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
| In off hand | [vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Eye of the Wyrm (16-17 power, 53 apr, physical damage) Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 16.0 - 17.6(-30.0 - -46.8) Uses stats: 144% Wil, 41% Str, 20% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +53 (+49) Crit. chance: +2.5% (-7.5%) Attack speed: 100% (-) Damage conversion: 20% acid / 20% physical / 20% cold / 20% fire / 20% lightning When wielded/worn: Physical crit. chance: +5.0% (-15.0%) Physical power: +10 (+2 eff.) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes resistances: +10% acid / +10% physical / +10% fire / +10% cold / +10% lightning Changes damage: +12% lightning / +12% physical / +12% fire / +12% cold / +12% acid Talent masteries: +0.30 Wild-gift / Venom drake aspect +0.30 Wild-gift / Cold drake aspect +0.30 Wild-gift / Fire drake aspect +0.30 Wild-gift / Storm drake aspect +0.30 Wild-gift / Sand drake aspect Mindpower: +20 (+3 eff.) Mental crit. chance: +5% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Corrosive Breath (costing 16 power out of 30/30) : Effective talent level: 9.9 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe acid in a frontal cone of radius 11. Any target caught in the area will take 1666.94 acid damage. Enemies caught in the acid are disarmed for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Disarm apply power is based on your Mindpower. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. Tap to cycle through comparison choices |
| Cloak | [vs. Cloth of Dreams (10 def, 0 armour) (Cloak)]Cloth of Dreams (10 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) (-) Changes stats: +6(-) Cun / +5(-) Wil Changes resistances: +15%(-) mind Talent masteries: +0.10(-) Psionic / Dreaming +0.10(-) Psionic / Slumber Physical save: +10 (+2 eff.) (-) Spell save: +10 (+2 eff.) (-) Mental save: +10 (+2 eff.) (-) Mindpower: +6 (+1 eff.) (-) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 5.0 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 151 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
| Main armor | [vs. Mankini (0 def, 0 armour) (Main armor)]Mankini (0 def, 0 armour) 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7%(-) all You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Inventory
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
[vs. Garkul's Teeth (Around neck)]Earthen Beads Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-10) Str / +5 Wil / +0(-6) Con Damage affinity(heal): +15% nature Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Mental save: +0 (+0 eff.) (-18 (-4 eff.)) Pinning immunity: +0% (-100%) Life regen: +2.00 Only die when reaching: +0.00 life (+100.00 life) Mindpower: +5 (+1 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 18 power out of 35/35) : Effective talent level: 5.2 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 830 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
[vs. Garkul's Teeth (Around neck)]Feathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+2 eff.) Fatigue: -20% Changes stats: +0(-10) Str / +0(-6) Con Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Maximum encumbrance: +20 Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Mental save: +0 (+0 eff.) (-18 (-4 eff.)) Pinning immunity: +0% (-100%) Only die when reaching: +0.00 life (+100.00 life) Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
[vs. Garkul's Teeth (Around neck)]clarifying steel amulet of mastery (0.16 Wild-gift / Earthen vines) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-10) Str / +0(-6) Con Changes resistances: +14% mind Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Warcries +0.16 Wild-gift / Earthen vines +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Two-handed assault Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Mental save: +0 (+0 eff.) (-18 (-4 eff.)) Confusion immunity: +24% Pinning immunity: +0% (-100%) Only die when reaching: +0.00 life (+100.00 life) Amulets make your neck look great! |
[vs. Garkul's Teeth (Around neck)]jade steel amulet of mastery (0.10 Wild-gift / Higher draconic abilities) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-10) Str / +1 Dex / +1 Cun / +0(-6) Con Changes resistances: +5% acid Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.10 Wild-gift / Higher draconic abilities +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Two-handed assault Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Mental save: +0 (+0 eff.) (-18 (-4 eff.)) Pinning immunity: +0% (-100%) Only die when reaching: +0.00 life (+100.00 life) Amulets make your neck look great! |
[vs. Garkul's Teeth (Around neck)]Fiery Choker Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +0(-10) Str / +5 Mag / +4 Wil / +3 Cun / +0(-6) Con Changes resistances: +20% fire / -20% cold Changes damage: +10% fire / -5% cold Damage affinity(heal): +30% fire Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Mental save: +0 (+0 eff.) (-18 (-4 eff.)) Blindness immunity: +40% Pinning immunity: +0% (-100%) Only die when reaching: +0.00 life (+100.00 life) Spellpower: +7 (+0 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
[vs. Garkul's Teeth (Around neck)]Shard of Insanity Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes stats: +0(-10) Str / +0(-6) Con Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Mental save: +35 (+9 eff.) (+17 (+5 eff.)) Confusion immunity: -100% Pinning immunity: +0% (-100%) Only die when reaching: +0.00 life (+100.00 life) Mindpower: +8 (+1 eff.) Talent on hit(mindpower): Sunder Mind (8% chance level 1). A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
[vs. Garkul's Teeth (Around neck)]The Far-Hand Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +0(-10) Str / +10(+4) Con Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Mental save: +0 (+0 eff.) (-18 (-4 eff.)) Pinning immunity: +0% (-100%) Teleport immunity: +100% Only die when reaching: +0.00 life (+100.00 life) It can be used to activate talent Teleport (costing 19 power out of 36/36) : Effective talent level: 5.5 Power cost: 19 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (147). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
[vs. Garkul's Teeth (Around neck)]Blazeroar Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +10 Defense: +34 (+4 eff.) Changes stats: +9(-1) Str / +0(-6) Con Changes resistances: +13% nature / +9% physical Changes resistances penetration: +28% physical Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Critical mult.: +22.72% Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Mental save: +0 (+0 eff.) (-18 (-4 eff.)) Pinning immunity: +0% (-100%) Life regen: +6.00 Equilibrium when hit: +0.28 Only die when reaching: +0.00 life (+100.00 life) Maximum life: +26.00 Light radius: +3 Amulets make your neck look great! |
[vs. Garkul's Teeth (Around neck)]Ivewyn the stralite amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 18 bleed Changes stats: +7(-3) Str / +7 Dex / +4 Wil / +4 Cun / +0(-6) Con Changes damage: +10% bleed / +12% arcane / +15% mind Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Mental save: +0 (+0 eff.) (-18 (-4 eff.)) Pinning immunity: +0% (-100%) Equilibrium when hit: +0.24 Only die when reaching: +0.00 life (+100.00 life) Maximum psi: +40.00 See invisible: +24 It can be used to activate talent Frenzy, placing all other charms into a 8 cooldown : Effective talent level: 2.5 Power cost: 8 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Assault nearby foes with 4 fast attacks for 36% (at 0 Hate) to 72% (at 100+ Hate) damage each. Stalked prey are always targeted if nearby. At level 3 the intensity of your assault overwhelms anyone who is struck, reducing their Defense by -33 for 4 turns. The damage multiplier and Defense reduction increase with your Strength. This talent will also attack with your shield, if you have one equipped. Amulets make your neck look great! |
[vs. Garkul's Teeth (Around neck)]marauder's stralite amulet of murder Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +10 Damage (Melee): 14 bleed Changes stats: +6(-4) Str / +6 Dex / +0(-6) Con Changes damage: +6% bleed Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Critical mult.: +16.00% Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Mental save: +0 (+0 eff.) (-18 (-4 eff.)) Pinning immunity: +0% (-100%) Only die when reaching: +0.00 life (+100.00 life) It can be used to activate talent Frenzy, placing all other charms into a 8 cooldown : Effective talent level: 2.5 Power cost: 8 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Assault nearby foes with 4 fast attacks for 36% (at 0 Hate) to 72% (at 100+ Hate) damage each. Stalked prey are always targeted if nearby. At level 3 the intensity of your assault overwhelms anyone who is struck, reducing their Defense by -33 for 4 turns. The damage multiplier and Defense reduction increase with your Strength. This talent will also attack with your shield, if you have one equipped. Amulets make your neck look great! |
[vs. Garkul's Teeth (Around neck)]protective stralite amulet of murder Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +18 Armour: +7 Defense: +11 (+1 eff.) Changes stats: +0(-10) Str / +0(-6) Con Changes resistances cap: +6% all Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Critical mult.: +18.00% Physical save: +19 (+4 eff.) (+1 (+0 eff.)) Mental save: +0 (+0 eff.) (-18 (-4 eff.)) Pinning immunity: +0% (-100%) Only die when reaching: +0.00 life (+100.00 life) Amulets make your neck look great! |
[vs. Garkul's Teeth (Around neck)]vitalizing stralite amulet of healing Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +0(-10) Str / +4(-2) Con Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Physical save: +17 (+4 eff.) (-1 (+0 eff.)) Mental save: +0 (+0 eff.) (-18 (-4 eff.)) Cut immunity: +60% Pinning immunity: +0% (-100%) Life regen: +9.00 Only die when reaching: +0.00 life (+100.00 life) Maximum life: +70.00 Healing mod.: +26% It can be used to activate talent Heal, placing all other charms into a 18 cooldown : Effective talent level: 3.5 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 751 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
[vs. Garkul's Teeth (Around neck)]wanderer's stralite amulet of perfection (0.28 Wild-gift / Call of the wild,0.28 Spell / Undead drake) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -9% Changes stats: +0(-10) Str / +8 Dex / +7 Cun / +9(+3) Con Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Warcries +0.28 Spell / Undead drake +0.28 Wild-gift / Call of the wild +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Two-handed assault Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Mental save: +0 (+0 eff.) (-18 (-4 eff.)) Pinning immunity: +0% (-100%) Life regen: +5.00 Stamina each turn: +1.20 Only die when reaching: +0.00 life (+100.00 life) Movement speed: +10% Amulets make your neck look great! |
[vs. Garkul's Teeth (Around neck)]Murkpower the voratun amulet Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 24% chance to slow global speed by 89% Changes stats: +0(-10) Str / +5 Dex / +6 Wil / +5 Cun / +6(-) Con Changes resistances: +12% acid / +9% temporal / +6% darkness / +3% fire / +12% lightning Changes damage: +6% darkness Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Physical save: +20 (+4 eff.) (+2 (+0 eff.)) Mental save: +15 (+4 eff.) (-3 (+0 eff.)) Confusion immunity: +25% Pinning immunity: +0% (-100%) Life regen: +10.00 Only die when reaching: +0.00 life (+100.00 life) Maximum life: +71.00 Mindpower: +15 (+2 eff.) Amulets make your neck look great! |
[vs. Garkul's Teeth (Around neck)]clarifying voratun amulet of willpower (+8) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +0(-10) Str / +8 Wil / +0(-6) Con Changes resistances: +30% mind Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Mental save: +0 (+0 eff.) (-18 (-4 eff.)) Confusion immunity: +40% Pinning immunity: +0% (-100%) Only die when reaching: +0.00 life (+100.00 life) Amulets make your neck look great! |
[vs. Garkul's Teeth (Around neck)]marauder's voratun amulet of cunning (+7) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 19 bleed Changes stats: +7(-3) Str / +8 Dex / +10 Cun / +0(-6) Con Changes damage: +7% bleed Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Mental save: +0 (+0 eff.) (-18 (-4 eff.)) Pinning immunity: +0% (-100%) Only die when reaching: +0.00 life (+100.00 life) It can be used to activate talent Frenzy, placing all other charms into a 8 cooldown : Effective talent level: 4.5 Power cost: 8 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Assault nearby foes with 4 fast attacks for 41% (at 0 Hate) to 82% (at 100+ Hate) damage each. Stalked prey are always targeted if nearby. At level 3 the intensity of your assault overwhelms anyone who is struck, reducing their Defense by -37 for 4 turns. The damage multiplier and Defense reduction increase with your Strength. This talent will also attack with your shield, if you have one equipped. Amulets make your neck look great! |
[vs. Garkul's Teeth (Around neck)]mindweaver's voratun amulet of strength (+10) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10(-) Str / +6 Wil / +0(-6) Con Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Mental save: +15 (+4 eff.) (-3 (+0 eff.)) Confusion immunity: +23% Pinning immunity: +0% (-100%) Only die when reaching: +0.00 life (+100.00 life) Mindpower: +14 (+2 eff.) Amulets make your neck look great! |
[vs. Garkul's Teeth (Around neck)]serendipitous voratun amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +20 (+2 eff.) Changes stats: +0(-10) Str / +0(-6) Con / +20 Lck Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Mental save: +0 (+0 eff.) (-18 (-4 eff.)) Pinning immunity: +0% (-100%) Only die when reaching: +0.00 life (+100.00 life) Reduce all damage from unseen attackers: 20% Amulets make your neck look great! |
[vs. Garkul's Teeth (Around neck)]serendipitous voratun amulet of murder Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +20 Defense: +19 (+2 eff.) Changes stats: +0(-10) Str / +0(-6) Con / +17 Lck Talent masteries: +0.00(-0.10) Technique / Berserker's strength +0.00(-0.10) Technique / Bloodthirst +0.00(-0.10) Technique / Warcries +0.00(-0.10) Technique / Two-handed assault Critical mult.: +20.00% Physical save: +0 (+0 eff.) (-18 (-4 eff.)) Mental save: +0 (+0 eff.) (-18 (-4 eff.)) Pinning immunity: +0% (-100%) Only die when reaching: +0.00 life (+100.00 life) Reduce all damage from unseen attackers: 20% Amulets make your neck look great! |
[vs. obscure voratun ring of perseverance (On fingers, 1 of 2)]Ring of Growth Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-15) item mind gloom Damage (Ranged): 0(-19) wasting temporal Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) (-7 (-1 eff.)) Stun/Freeze immunity: +0% (-30%) Life regen: +3.00 (-6.00) Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. Tap to cycle through comparison choices |
[vs. obscure voratun ring of perseverance (On fingers, 1 of 2)]Vargh Redemption Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-15) item mind gloom Damage (Ranged): 0(-19) wasting temporal Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Physical save: +0 (+0 eff.) (-15 (-3 eff.)) Stun/Freeze immunity: +0% (-30%) Life regen: +0.00 (-9.00) Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 34.81 cold and 41.21 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 31 power out of 60/60. This azure ring seems to be always moist to the touch. Tap to cycle through comparison choices |
[vs. obscure voratun ring of perseverance (On fingers, 1 of 2)]Inertial Twine Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Damage (Melee): 0(-15) item mind gloom Damage (Ranged): 0(-19) wasting temporal Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 (+2 eff.) (-3 (-1 eff.)) Stun/Freeze immunity: +0% (-30%) Knockback immunity: +100% Life regen: +0.00 (-9.00) This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. Tap to cycle through comparison choices |
[vs. obscure voratun ring of perseverance (On fingers, 1 of 2)]obscure gold ring of life Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 10 frost burn / 0(-15) item mind gloom Effects on ranged hit: * 7% chance to reduce damage dealt by 46% Damage (Ranged): 0(-19) wasting temporal Physical save: +0 (+0 eff.) (-15 (-3 eff.)) Spell save: +9 (+3 eff.) Stun/Freeze immunity: +0% (-30%) Life regen: +9.00 (-) Maximum life: +49.00 Healing mod.: +10% Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. obscure voratun ring of perseverance (On fingers, 1 of 2)]obscure gold ring of opulence Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage (Melee): 0(-15) item mind gloom / 7 warp Damage (Ranged): 0(-19) wasting temporal / 8 entangle Changes stats: +5 Lck / +5 Cun Physical save: +8 (+2 eff.) (-7 (-1 eff.)) Stun/Freeze immunity: +0% (-30%) Life regen: +0.00 (-9.00) Activating this item is instant. It can be used to activate talent Mind On My Money (costing 16 power out of 30/30) : Effective talent level: 2.5 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Contemplate your wealth and draw power from it, gaining 100.00 mindpower for 10 turns. You gain 1 mindpower for every 80 gold, up to a maximum of 100. Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. obscure voratun ring of perseverance (On fingers, 1 of 2)]Hurafast Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 0(-15) item mind gloom Damage (Ranged): 0(-19) wasting temporal Changes resistances: +12% lightning / +9% temporal / +12% acid / +18% mind / +5% physical / +18% cold / +12% nature / +6% arcane Physical save: +9 (+2 eff.) (-6 (-1 eff.)) Stun/Freeze immunity: +0% (-30%) Teleport immunity: +44% Life regen: +0.00 (-9.00) See invisible: +12 Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. obscure voratun ring of perseverance (On fingers, 1 of 2)]Ring of the Dead Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 0(-15) item mind gloom Damage (Ranged): 0(-19) wasting temporal Changes stats: +10 Lck Physical save: +10 (+2 eff.) (-5 (-1 eff.)) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +0% (-30%) Life regen: +0.00 (-9.00) 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. Tap to cycle through comparison choices |
[vs. obscure voratun ring of perseverance (On fingers, 1 of 2)]Writhing Ring of the Hunter Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 0(-15) item mind gloom Damage (Ranged): 0(-19) wasting temporal Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Physical save: +0 (+0 eff.) (-15 (-3 eff.)) Stun/Freeze immunity: +0% (-30%) Life regen: +0.00 (-9.00) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. Tap to cycle through comparison choices |
[vs. obscure voratun ring of perseverance (On fingers, 1 of 2)]astral stralite ring of war Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 0(-15) item mind gloom Damage (Ranged): 0(-19) wasting temporal Damage when hit (Melee): 14 nature / 15 mind Changes stats: +7 Str / +7 Wil / +7 Con Physical save: +0 (+0 eff.) (-15 (-3 eff.)) Stun/Freeze immunity: +0% (-30%) Life regen: +0.00 (-9.00) Talents granted by this ego do not have their typical weapon type requirements. Activating this item is instant. It can be used to activate talent Perfect Strike (costing 16 power out of 30/30) : Effective talent level: 7.2 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +126 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. obscure voratun ring of perseverance (On fingers, 1 of 2)]warrior's stralite ring of war Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Damage (Melee): 0(-15) item mind gloom Damage (Ranged): 0(-19) wasting temporal Changes stats: +13 Str / +7 Con Physical save: +0 (+0 eff.) (-15 (-3 eff.)) Stun/Freeze immunity: +0% (-30%) Life regen: +0.00 (-9.00) Talents granted by this ego do not have their typical weapon type requirements. It can be used to activate talent Skullcracker (costing 16 power out of 30/30) : Effective talent level: 6.8 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1972.3 Physical damage. If the attack hits, the target is confused (47% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. obscure voratun ring of perseverance (On fingers, 1 of 2)]Mnemonic Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 0(-15) item mind gloom Damage (Ranged): 0(-19) wasting temporal Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Physical save: +0 (+0 eff.) (-15 (-3 eff.)) Mental save: +20 (+5 eff.) Confusion immunity: +40% Stun/Freeze immunity: +0% (-30%) Life regen: +0.00 (-9.00) Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 16 power out of 30/30) : Effective talent level: 3.5 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. Tap to cycle through comparison choices |
[vs. obscure voratun ring of perseverance (On fingers, 1 of 2)]Sunworm the voratun ring Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +14 Defense: +17 (+2 eff.) Damage (Melee): 0(-15) item mind gloom Damage (Ranged): 0(-19) wasting temporal Damage when hit (Melee): 6 light Changes stats: +7 Dex / +5 Con Changes resistances: +6% light / +15% nature / +6% arcane Changes resistances penetration: +5% arcane Physical save: +0 (+0 eff.) (-15 (-3 eff.)) Spell save: +20 (+5 eff.) Stun/Freeze immunity: +0% (-30%) Life regen: +0.00 (-9.00) Maximum stamina: +40.00 Light radius: +4 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 4.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. obscure voratun ring of perseverance (On fingers, 1 of 2)]Zyhad the voratun ring Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour: +6 Damage (Melee): 12 frostdusk / 0(-15) item mind gloom Damage (Ranged): 0(-19) wasting temporal / 12 warp Changes stats: +3 Con Changes resistances: +28% lightning / +30% acid Changes resistances penetration: +20% blight Changes damage: +14% lightning / +15% acid Critical mult.: +5.00% Physical save: +0 (+0 eff.) (-15 (-3 eff.)) Mental save: +12 (+3 eff.) Stun/Freeze immunity: +0% (-30%) Life regen: +0.00 (-9.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. obscure voratun ring of perseverance (On fingers, 1 of 2)]titan's voratun ring of speed Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +15 (+2 eff.) Damage (Melee): 0(-15) item mind gloom Damage (Ranged): 0(-19) wasting temporal Changes stats: +10 Con Physical save: +20 (+4 eff.) (+5 (+1 eff.)) Stun/Freeze immunity: +0% (-30%) Life regen: +0.00 (-9.00) Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 21 cooldown : Effective talent level: 5.6 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 42% for 5 turns. Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. obscure voratun ring of perseverance (On fingers, 1 of 2)]voratun ring 'Duskbreak' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 0(-15) item mind gloom Damage (Ranged): 0(-19) wasting temporal Damage when hit (Melee): 20 fire / 19 light / 8 darkness Changes stats: +8 Dex Changes resistances: +18% mind / +18% darkness Changes resistances penetration: +15% darkness Changes damage: +18% mind / +15% fire Physical save: +0 (+0 eff.) (-15 (-3 eff.)) Stun/Freeze immunity: +0% (-30%) Life regen: +0.00 (-9.00) Maximum psi: +30.00 Mindpower: +30 (+4 eff.) Mental crit. chance: +4% Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. obscure voratun ring of perseverance (On fingers, 1 of 2)]voratun ring 'Falarion' Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +16 Defense: +17 (+2 eff.) Damage (Melee): 13 molten rock / 0(-15) item mind gloom Damage (Ranged): 15 molten rock / 0(-19) wasting temporal Changes stats: +8 Cun / +5 Dex Changes resistances penetration: +15% mind Changes damage: +3% arcane Physical save: +0 (+0 eff.) (-15 (-3 eff.)) Mental save: +14 (+4 eff.) Stun/Freeze immunity: +0% (-30%) Life regen: +0.00 (-9.00) Psi when hit: +0.12 Maximum psi: +40.00 Mental crit. chance: +5% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 4.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. obscure voratun ring of perseverance (On fingers, 1 of 2)]voratun ring 'Huredragar' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 0(-15) item mind gloom Damage (Ranged): 0(-19) wasting temporal Changes stats: +2 Wil Changes resistances: +6% acid / +36% cold / +2% physical Changes damage: +6% mind / +18% cold Reduces incoming crit damage: 15.00% Physical save: +0 (+0 eff.) (-15 (-3 eff.)) Cut immunity: +20% Stun/Freeze immunity: +0% (-30%) Life regen: +0.00 (-9.00) Maximum hate: +2.00 Mental crit. chance: +6% Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Isuth the Shocksweep (30-36 power, 6 apr, arcane element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0(-16.0 - -28.4) Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 (+2) Crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes resistances: +12% acid / +9% mind / +12% light / +9% lightning Changes resistances penetration: +25% lightning / +25% cold Changes damage: +18% acid / +42% arcane / +24% blight Talent granted: +1 Command Staff Physical save: +9 (+2 eff.) Poison immunity: +34% Confusion immunity: +34% Mana each turn: +0.40 Maximum mana: +100.00 Maximum pos.energy: +30.00 Maximum neg.energy: +30.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 2)]Rod of Sarrilon (30-36 power, 4 apr, temporal element) Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0(-16.0 - -28.4) Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 (-) Crit. chance: +0.0% (-10.0%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Temporal Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+3 eff.) Spell crit. chance: +15% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. dragonbone vilestaff 'Undeathmire' (30-36 power, 6 apr, blight element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0(-16.0 - -28.4) Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 (+2) Crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +35 (+5 eff.) (-5 (-1 eff.)) Effects on melee hit: * 34% chance to slow global speed by 89% Damage when hit (Melee): 14 arcane / 14 lightning Changes stats: +10 Mag / +10 Cun / +10 Con Changes resistances: +24% blight Changes resistances penetration: +42% lightning Changes damage: +30% blight / +18% arcane Talent granted: +1 Command Staff Critical mult.: +25.00% Mental save: +30 (+8 eff.) Disease immunity: +34% Cut immunity: +34% Life regen: +6.82 N.Energy each turn: +0.20 Vim when firing critical spell: +8.00 Maximum vim: +50.00 Maximum neg.energy: +44.00 Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Defense after a teleport: +25 Resist all after a teleport: +25% New effects duration reduction after a teleport: +25% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. ethereal dragonbone vilestaff of the prodigy (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0(-16.0 - -28.4) Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 (+2) Crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +24 (+3 eff.) (-16 (-3 eff.)) Changes stats: +20 Mag / +20 Wil / +19 Cun Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +23 (+2 eff.) Spell crit. chance: +5% Combat speed: +0% (-20%) Damage Shield penetration: +30% Chance to avoid attacks: +0% (-10%) Damage Shield Power: +20% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. imbued dragonbone magestaff of breaching (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0(-16.0 - -28.4) Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 (+2) Crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes resistances penetration: +15% cold Changes damage: +30% cold Talent granted: +1 Command Staff Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Talent on hit(spell): Freeze (10% chance level 6). Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. Glintbraid the voratun battleaxe (56-84 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.0 - 84.0(+10.0 - +19.6) Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (-) Crit. chance: +8.0% (-2.0%) Attack speed: 100% (-) Damage (radius 1) on hit: +34 light Damage (radius 2) on crit: +34 fire When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Damage when hit (Melee): 14 light Changes stats: +19 Str / +19 Dex / +14 Mag / +19 Wil / +19 Cun / +19 Con Changes resistances: +24% temporal / +27% cold Changes damage: +15% lightning Mental save: +24 (+6 eff.) Pinning immunity: +34% Light radius: +5 Combat speed: +0% (-20%) Healing mod.: +34% Chance to avoid attacks: +0% (-10%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. voratun battleaxe of evisceration (58-87 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0(+12.0 - +22.6) Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (-) Crit. chance: +8.0% (-2.0%) Attack speed: 100% (-) On weapon crit: + Wound the target dealing 374 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +21.0% (+1.0%) Physical power: +21 (+3 eff.) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Massive two-handed battleaxes. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 2)]Dream Malleus (56-84 power, 5 apr) Requires: - Willpower 25 - Strength 25 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0(+10.0 - +19.6) Uses stats: 110% Wil, 70% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 (+1) Crit. chance: +0.0% (-10.0%) Attack speed: 100% (-) On weapon hit: * 14% chance to reduce all saves and defense by 58 + Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: + The target is poisoned, taking nature damage per turn and decreasing all heals received by 20%%. Damage is based on Cunning. Damage (Melee): +17 mind When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Armour: +6 Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes stats: +2 Cun / +5 Wil Changes damage: +10% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss Psi each turn: +0.10 Only die when reaching: -80.00 life Mindpower: +15 (+2 eff.) Mental crit. chance: +5% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 2)]Flashmarrow (68-102 power, 8 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 68.5 - 102.8(+22.5 - +38.4) Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 (+4) Crit. chance: +3.0% (-7.0%) Attack speed: 100% (-) On weapon hit: + Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (radius 2) on crit: +8 physical Damage against: +42% Unnatural When wielded/worn: Accuracy: +45 (+9 eff.) Armour penetration: +23 Physical crit. chance: +4.0% (-16.0%) Defense: +21 (+3 eff.) (-19 (-3 eff.)) Changes stats: +2 Str / +2 Con Changes resistances: +9% light / +3% physical Changes resistances penetration: +21% physical Physical save: +6 (+1 eff.) Disarm immunity: +64% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. enhanced voratun greatmaul of massacre (87-131 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 87.5 - 131.2(+41.5 - +66.9) Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 (-) Crit. chance: +3.0% (-7.0%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes stats: +19 Str / +16 Dex / +19 Mag / +17 Wil / +19 Cun / +19 Con Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. frostbitten iron greatsword of banishment (15-24 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.5 - 24.8(-30.5 - -39.6) Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 (-3) Crit. chance: +2.5% (-7.5%) Attack speed: 100% (-) On weapon hit: + 25% chance to afflict the target with Frostburn, causing 170 Cold damage over 5 turns. On weapon crit: + Strike your target with a blast of Arcane energy dealing 325 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. Damage against: +12% Horror / +12% Demon When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes damage: +12% cold Critical mult.: +20.00% Mindpower: +7 (+1 eff.) Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 2)]Genocide (42-67 power, 4 apr) Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2(-4.0 - +2.8) Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 (-) Crit. chance: +18.0% (+8.0%) Attack speed: 100% (-) Damage against: +25% Orc When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 2)] Whisper of Dusk (46-73 power, 12 apr)Whisper of Dusk (46-73 power, 12 apr) Requires: - Strength 20 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 46.0 - 73.6(+0.0 - +9.2) Uses stats: 40% Wil, 50% Dex, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 (+8) Crit. chance: +14.0% (+4.0%) Attack speed: 120% (+20%) Damage (radius 2) on crit: +16 physical bleed When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Fatigue: -15% Changes stats: +3 Cun / +5 Dex Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Slows Projectiles: +20% It can be used to activate talent Dusk's Whisper (costing 13 power out of 50/50) : Effective talent level: 6.5 Power cost: 13 out of 50/50. Range: 6 Travel Speed: 2000% of base Description: You quickly move up to 6 tiles to arrive adjacent to a target location you can see, slashing through anyone in your way. During your movement, you attack all foes within one grid of your path with your weapon for 117% weapon damage, also inflicting a Deep Wound for 50% of the damage dealt over 5 turns and reducing their healing received by 30%. Struck targets left with less than 20% of their life may die instantly! A seemingly innocuous blade, it promises a swift and merciless death to your enemies if you but listen to its murmurs. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 2)]Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0(+14.0 - +31.6) Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 (+15) Crit. chance: +10.0% (-) Attack speed: 100% (-) On weapon hit: + 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) A blood-etched greatsword, it has seen many foes. From the inside. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 2)]Boltrazor the voratun greatsword (61-97 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.0 - 97.6(+15.0 - +33.2) Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 (-) Crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) Damage (Melee): +28 nature Damage (radius 1) on hit: +12 lightning When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Damage when hit (Melee): 4 lightning Changes stats: +3 Mag / +42 Wil / +42 Con Changes damage: +12% arcane / +15% blight Mana each turn: +0.08 Maximum life: +308.00 Maximum mana: +80.00 Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 2)]Borosk's Hate (60-96 power, 22 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0(+14.0 - +31.6) Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +22 (+18) Crit. chance: +10.0% (-) Attack speed: 100% (-) On weapon hit: + 25% chance to strike the target again. When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 2)]Polylranne the voratun greatsword (80-128 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: 80.5 - 128.8(+34.5 - +64.4) Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 (-) Crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) Damage (radius 2) on crit: +54 acid / +63 nature When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +28 Physical crit. chance: +0.0% (-20.0%) Armour: +4 Defense: +19 (+3 eff.) (-21 (-3 eff.)) Damage when hit (Melee): 4 temporal Changes stats: +1 Con Changes resistances: +1% physical Changes resistances penetration: +30% acid / +30% nature Physical save: +3 (+1 eff.) Disarm immunity: +61% Stamina each turn: +3.29 Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 2)]This item will automatically be transmogrified when you leave the level. inquisitor's voratun greatsword of dampening (61-98 power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4(+15.5 - +34.0) Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 (-) Crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) On weapon crit: + Deals 177 Manaburn damage and puts 1 random spell talent on cooldown for 8 turns (checks Confusion immunity) When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes resistances: +21% acid / +20% lightning / +24% cold / +24% fire / +9% all Spell save: +21 (+5 eff.) Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Massive two-handed swords. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 2)]Trident of the Tides (80-112 power, 20 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0(+34.0 - +47.6) Uses stats: 40% Wil, 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 (+16) Crit. chance: +15.0% (+5.0%) Attack speed: 100% (-) When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+4 eff.) See invisible: +2 Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 31 power out of 150/150) : Effective talent level: 4.5 Power cost: 31 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 284.61. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 2)]Hydra's Bite (56-61 power, 7 apr) Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Base power: 56.0 - 61.6(+10.0 - -2.8) Uses stats: 40% Wil, 90% Str, 40% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 (+3) Crit. chance: +14.0% (+4.0%) Attack speed: 125% (+25%) When this weapon hits: Lightning Breath (10% chance level 3). When this weapon hits: Poison Breath (10% chance level 3). When this weapon hits: Acid Breath (10% chance level 3). On weapon hit: + hit up to two adjacent enemies When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes damage: +12% acid / +12% nature / +12% lightning Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Perseverance (31-43 power, 9 apr) Requires: - Willpower 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4(-15.0 - -21.0) Uses stats: 60% Wil, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 (+5) Crit. chance: +12.0% (+2.0%) Attack speed: 100% (-) On weapon crit: + restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Talent mastery: +0.00(-) Race / Krog Spell save: +18 (+4 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Anmalice (47-65 power, 20 apr) Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8(+1.0 - +1.4) Uses stats: 50% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 (+16) Crit. chance: +7.0% (-3.0%) Attack speed: 100% (-) On weapon hit: + torments the target with many mental effects On weapon kill: + reduces mental save penalty When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes damage: +8% mind Mental save: -30 (-7 eff.) Mindpower: +9 (+1 eff.) Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Corpathus (40-56 power, 12 apr) Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0(-6.0 - -8.4) Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 (+8) Crit. chance: +10.0% (-) Attack speed: 100% (-) On weapon crit: + grows in power On weapon kill: + grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes damage: +5% blight Critical mult.: +8.00% Cut immunity: -25% Maximum vim: +20.00 Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. Glowquench the voratun longsword (41-58 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1(-4.5 - -6.3) Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +16 (+12) Crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) On weapon hit: + 25% chance to afflict the target with Frostburn, causing 170 Cold damage over 5 turns. + Create an explosion dealing 82 fire damage (1/turn) On weapon crit: + Sunder's the enemy's weapon for 5 turns. Damage (Melee): +16 acid Damage (radius 2) on crit: +12 light When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Physical power: +15 (+2 eff.) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Effects on melee hit: * 34% chance to reduce all saves and defense by 58 Changes stats: +2 Cun Changes resistances: +6% acid Changes resistances penetration: +28% fire Changes damage: +12% acid / +6% light / +20% cold / +15% mind / +30% fire Psi when hit: +0.08 Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]blazebringer's voratun longsword of sundering (43-60 power, 15 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9(-2.5 - -3.5) Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +15 (+11) Crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) On weapon crit: + Sunder's the enemy's weapon for 5 turns. Damage (radius 2) on crit: +90 fire When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes resistances penetration: +25% fire Global speed: +8% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]caustic voratun longsword of projection (42-59 power, 6 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5(-3.5 - -4.9) Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 (+2) Crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) On weapon hit: + Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +37 acid / +27 nature When wielded/worn: Armour penetration: +13 Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes resistances penetration: +11% acid / +25% nature Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Dedication (31-43 power, 6 apr) Requires: - Cunning 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4(-15.0 - -21.0) Uses stats: 40% Wil, 90% Str, 20% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 (+2) Crit. chance: +20.0% (+10.0%) Attack speed: 100% (-) Damage (radius 2) on crit: +50 manaburn arcane When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes resistances: +15% arcane / +20% blight Talent mastery: +0.00(-) Race / Krog Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Thunderfall (50-70 power, 6 apr) Requires: - Willpower 30 - Strength 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0(+4.0 - +5.6) Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 (+2) Crit. chance: +3.0% (-7.0%) Attack speed: 100% (-) Damage (radius 1) on hit: +50 lightning / +50 physical Damage (radius 2) on crit: +100 lightning / +100 physical When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage Activation costs 31 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Ureslak's Frozen Femur (52-72 power, 5 apr) Requires: - Dexterity 30 - Strength 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Base power: 52.0 - 72.8(+6.0 - +8.4) Uses stats: 40% Wil, 100% Str Damage type: Ice Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 (+1) Crit. chance: +2.5% (-7.5%) Attack speed: 100% (-) On weapon hit: + 10% chance to shimmer to a different hue and gain powers When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Armour: +15 Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes resistances: +45% cold Changes resistances penetration: +30% cold Changes damage: +30% cold Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. twilight voratun mace of massacre (59-83 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 59.5 - 83.3(+13.5 - +18.9) Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 (+2) Crit. chance: +3.0% (-7.0%) Attack speed: 100% (-) Damage (Melee): +10 darkness Damage (radius 1) on hit: +10 light When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes resistances penetration: +10% light Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Blunt and deadly. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]voratun mace (44-62 power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3(-1.5 - -2.1) Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 (+2) Crit. chance: +3.0% (-7.0%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Blunt and deadly. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Blood-Letter (33-46 power, 4.5 apr) Requires: - Dexterity 24 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2(-13.0 - -18.2) Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 (+0) Crit. chance: +7.0% (-3.0%) Attack speed: 100% (-) When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Armour: +20 Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes resistances penetration: +20% cold Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. Eilinodanor the Dayspitter (39-55 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3(-6.5 - -9.1) Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (+2) Crit. chance: +7.0% (-3.0%) Attack speed: 100% (-) On weapon hit: * 34% chance to reduce armor by 34% + 25% chance for lightning to strike from the target to a second target dealing 82 damage Damage (radius 1) on hit: +32 fire When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Damage when hit (Melee): 17 fire Changes stats: +6 Wil / +6 Con Changes resistances: +33% acid Changes resistances penetration: +40% light Changes damage: +21% acid Light radius: +5 Infravision radius: +5 See invisible: +40 Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) One-handed war axes. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Isimissra (38-53 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2(-8.0 - -11.2) Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (+2) Crit. chance: +7.0% (-3.0%) Attack speed: 100% (-) On weapon hit: * 35% chance to reduce all saves and defense by 58 Damage (Melee): +17 mind When wielded/worn: Accuracy: +30 (+6 eff.) Armour penetration: +15 Physical crit. chance: +13.0% (-7.0%) Defense: +15 (+2 eff.) (-25 (-4 eff.)) Changes stats: +10 Str / +8 Dex / +13 Mag / +16 Wil / +17 Cun / +9 Con Critical mult.: +30.00% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) One-handed war axes. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]voratun waraxe 'Dawnoracle' (40-56 power, 15 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0(-6.0 - -8.4) Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 (+11) Crit. chance: +7.0% (-3.0%) Attack speed: 100% (-) On weapon crit: + Sunder's the enemy's weapon for 5 turns. Damage (radius 1) on hit: +20 light When wielded/worn: Accuracy: +33 (+7 eff.) Armour penetration: +15 Physical crit. chance: +0.0% (-20.0%) Defense: +12 (+2 eff.) (-28 (-4 eff.)) Damage when hit (Melee): 4 light Changes resistances: +5% arcane Changes resistances penetration: +15% all Disarm immunity: +28% Light radius: +3 Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) One-handed war axes. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. voratun waraxe 'Voidwolf' (41-57 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4(-5.0 - -7.0) Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 (+2) Crit. chance: +7.0% (-3.0%) Attack speed: 100% (-) Damage (Melee): +10 acid Damage (radius 1) on hit: +10 fire When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Effects on melee hit: * 34% chance to reduce all saves and defense by 58 Changes stats: +9 Dex / +14 Mag / +5 Wil / +7 Cun Changes resistances: +25% mind Changes resistances penetration: +10% acid Changes damage: +18% darkness / +18% fire Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) One-handed war axes. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Shantiz the Stormblade (15-19 power, 20 apr) Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5(-31.0 - -44.9) Uses stats: 40% Wil, 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 (+16) Crit. chance: +10.0% (-) Attack speed: 100% (-) On weapon hit: + Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes stats: +20 Dex Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Swordbreaker (25-32 power, 20 apr) Requires: - Cunning 10 - Dexterity 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5(-21.0 - -31.9) Uses stats: 40% Wil, 50% Dex, 50% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 (+16) Crit. chance: +15.0% (+5.0%) Attack speed: 111% (+11%) On weapon crit: + Breaks enemy weapon. When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Armour Hardiness: +20% Defense: +15 (+2 eff.) (-25 (-4 eff.)) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Icy Kill (35-45 power, 10 apr) Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5(-11.0 - -18.9) Uses stats: 40% Wil, 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (+6) Crit. chance: +15.0% (+5.0%) Attack speed: 100% (-) On weapon crit: + freezes the target On weapon kill: + explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Orc Feller (45-58 power, 11 apr) Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5(-1.0 - -5.9) Uses stats: 40% Wil, 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 (+7) Crit. chance: +18.0% (+8.0%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)] Oathblade (25-35 power, 0 apr)Oathblade (25-35 power, 0 apr) Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 2 Base power: 25.0 - 35.0(-21.0 - -29.4) Uses stats: 40% Wil, 30% Dex, 20% Mag, 70% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +0 (-4) Crit. chance: +6.0% (-4.0%) Attack speed: 100% (-) Block value: +26 Damage (radius 1) on hit: +4 nature Damage conversion: 15% light When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes stats: +1 Wil Changes resistances: +6% nature Changes damage: +12% physical Talents granted: +1 Lightbound Oath +1 Block Knockback immunity: +10% Stamina when hit: +1.50 Infravision radius: +3 Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) This weapon counts as a shield for the purposes of talents and blocking. Lightbound Oath: Passive - Allows you to dual-wield any two one handed weapons. Additionaly, gain a 62% chance to parry attacks, reducing damage taken by up to 25% and deal 408% of the deflected amount back as Light damage in retaliation. These effects scale off of your Dexterity and Magic respectively. Your Parry chance is halved if you are not dual-wielding. One of the weapons once wielded by a mysterious group of crusading warriors from beyond the horizon. Vows to an unknown entity of the Light are etched into the blade. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Aardvark's blade of testing (10-14 power, 0 apr) Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 10.5 - 14.7(-35.5 - -49.7) Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +0 (-4) Crit. chance: +1.5% (-8.5%) Attack speed: 100% (-) Block value: +10 When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Talents granted: +1 Lightbound Oath +1 Block Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) This shouldn't be here.. best to put it back. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Kinetic Focus (6-6 power, 18 apr, physical damage) Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6(-40.0 - -57.8) Uses stats: 90% Wil, 30% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+14) Crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+1 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Kinetic energies are focussed in the core of this mindstar. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Charged Focus (10-11 power, 24 apr, lightning damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0(-36.0 - -53.4) Uses stats: 90% Wil, 30% Cun Damage type: Lightning Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 (+20) Crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+3 eff.) Maximum psi: +30.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +6% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Electrical energies are focussed in the core of this mindstar. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]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(-36.0 - -53.4) Uses stats: 70% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+14) Crit. chance: +2.5% (-7.5%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes stats: +3 Cun / +3 Wil Changes damage: +8% fire / +8% physical / +8% cold 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 (+2 eff.) Mental crit. chance: +6% Combat speed: +0% (-20%) Heals friendly targets nearby when you use a nature summon: +30 Chance to avoid attacks: +0% (-10%) Max wilder summons: +2 Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Psionic Fury (12-13 power, 25 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2(-34.0 - -51.2) Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 (+21) Crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+1 eff.) Mental crit. chance: +8% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) It can be used to release a wave of psionic power, dealing 357.80 mind damage (based on Willpower) to all within radius 5 Activation costs 21 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Amethyst of Sanctuary (15-16 power, 26 apr, mind damage) Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5(-31.0 - -47.9) Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 (+22) Crit. chance: +6.0% (-4.0%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+7 eff.) Maximum psi: +20.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +7% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Oozing Heart (17-18 power, 25 apr, nature slow damage) Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7(-29.0 - -45.7) Uses stats: 90% Wil, 30% Cun Damage type: Nature slow Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +25 (+21) Crit. chance: +7.0% (-3.0%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+4 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +8% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) It can be used to activate talent Ooze Spit (costing 11 power out of 20/20) : Effective talent level: 3.5 Power cost: 11 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 347.47 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Thermal Focus (14-15 power, 32 apr, fire damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4(-32.0 - -49.0) Uses stats: 90% Wil, 30% Cun Damage type: Fire Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 (+28) Crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) Damage conversion: 50% cold When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+3 eff.) Psi each turn: +1.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +8% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Thermal energies are focussed in the core of this mindstar. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Ce'Nelle the Cleansehunter (17-19 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.5 - 19.2(-28.5 - -45.1) Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+36) Crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) On weapon hit: * 10% chance to slow global speed by 89% + Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (Melee): +8 nature Damage (radius 1) on hit: +12 nature Damage (radius 2) on crit: +8 fire Damage against: +30% Unnatural When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Effects on melee hit: * 20% chance to slow global speed by 89% Damage (Melee): 20 lightning Damage when hit (Melee): 6 nature Changes stats: +11 Str / +6 Dex / +7 Mag / +6 Wil / +9 Cun / +6 Con Changes resistances: +20% lightning / +10% blight / +3% cold / +8% arcane / +9% nature Changes resistances penetration: +16% lightning Changes damage: +15% lightning / +10% nature Talent granted: +1 Attune Mindstar Disease immunity: +25% Mindpower: +10 (+1 eff.) Mental crit. chance: +5% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Core of the Forge (24-26 power, 40 apr, dreamforge damage) Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4(-22.0 - -38.0) Uses stats: 100% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+36) Crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +0.0% (-20.0%) Physical power: +10 (+2 eff.) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+2 eff.) Mental crit. chance: +8% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) It can be used to activate talent Forge Bellows (costing 13 power out of 30/30) : Effective talent level: 4.5 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 71.91 mind damage, 97.67 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 6.69 mind and 9.09 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Eyal's Will (22-24 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(-24.0 - -40.2) Uses stats: 100% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+36) Crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) 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 (+2 eff.) Mental crit. chance: +9% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) It can be used to activate talent Slime Wave (costing 16 power out of 30/30) : Effective talent level: 4.5 Power cost: 16 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 10, doing 219.73 slime damage for 18 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. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Nexus of the Way (22-24 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2(-24.0 - -40.2) Uses stats: 100% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+36) Crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+2 eff.) Mental crit. chance: +9% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Activating this item is instant. It can be used to activate talent Wayist (costing 31 power out of 60/60) : Effective talent level: 2.5 Power cost: 31 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 113 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. epiphanous living mindstar of sand (16-17 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6(-30.0 - -46.8) Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+36) Crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Damage (Melee): 20 physical Changes resistances: +13% physical Changes resistances penetration: +20% physical Changes damage: +24% mind / +20% physical Talent granted: +1 Attune Mindstar Psi when firing a critical mind attack: +5.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +11% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. wrathful living mindstar of storms (16-17 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6(-30.0 - -46.8) Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 (+36) Crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Damage (Melee): 18 lightning Changes stats: +7 Str / +7 Dex / +6 Mag / +7 Wil / +5 Cun / +7 Con Changes resistances: +20% lightning Changes resistances penetration: +20% lightning Changes damage: +20% lightning Talent granted: +1 Attune Mindstar Hate when firing a critical mind attack: +6.00 Psi when firing a critical mind attack: +6.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +16% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. crackling stralite steamsaw (33-49 power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 33.0 - 49.5(-13.0 - -14.9) Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-4) Crit. chance: +4.0% (-6.0%) Attack speed: 100% (-) Block value: +67 Attacks use: 1.0 Steam When used to attack (with talents): Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Damage (Melee): +18 lightning When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Armour: +5 Defense: +8 (+1 eff.) (-32 (-5 eff.)) Fatigue: +10% Damage when hit (Melee): 25 lightning Changes stats: +5 Dex Changes resistances: +18% lightning Talent granted: +2 Block Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]This item will automatically be transmogrified when you leave the level. wrathful voratun steamsaw of acid resistance (+30%) (39-59 power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.5 - 59.2(-6.5 - -5.1) Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-4) Crit. chance: +5.0% (-5.0%) Attack speed: 100% (-) Block value: +103 Attacks use: 1.0 Steam When used to attack (with talents): Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Damage (radius 2) on crit: +35 light / +32 fire When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Armour: +6 Defense: +10 (+1 eff.) (-30 (-5 eff.)) Fatigue: +12% On shield block: + Deals 122 light and fire damage to each enemy blocked Changes resistances: +30% acid / +15% fire / +13% light Talent granted: +3 Block Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
[vs. Punae's Blade (46-64 power, 4 apr) (In main hand, 1 of 3)]Focus Whip (19-20 power, 7 apr) Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 19.0 - 20.9(-27.0 - -43.5) Uses stats: 60% Wil, 10% Cun, 70% Dex Damage type: Mind Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Accuracy is based on willpower for this weapon. Armour Penetration: +7 (+3) Crit. chance: +5.0% (-5.0%) Attack speed: 125% (+25%) On weapon crit: + Try to fry your enemies brain (25% chance to brainlock) When wielded/worn: Physical crit. chance: +0.0% (-20.0%) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Mindpower: +10 (+1 eff.) Mental crit. chance: +3% Combat speed: +0% (-20%) Chance to avoid attacks: +0% (-10%) It can be used to strike all targets in a line (for 100%% weapon damage as mind) out to range 4 Activation costs 6 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. Tap to cycle through comparison choices |
[vs. Eye of the Wyrm (16-17 power, 53 apr, physical damage) (In off hand)]Black Mesh (8 def, 2 armour, 40-48 power, 120 block) Requires: - Shield usage training - Strength 20 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 Base power: 0.0 - 0.0(-16.0 - -17.6) Uses stat: 40% Wil Damage type: Physical Armour Penetration: +0 (-53) Crit. chance: +0.0% (-2.5%) Attack speed: inf% (inf%) Damage conversion: 0%(-20%) acid / 0%(-20%) physical / 0%(-20%) cold / 0%(-20%) fire / 0%(-20%) lightning When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +120 When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +6% On shield block: + Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Changes stats: +5 Wil Changes resistances: +0%(-10%) acid / +0%(-10%) physical / +25% darkness / +25% blight / +0%(-10%) fire / +0%(-10%) cold / +0%(-10%) lightning Changes damage: +0%(-12%) lightning / +0%(-12%) physical / +0%(-12%) fire / +0%(-12%) cold / +0%(-12%) acid Talent masteries: +0.00(-0.30) Wild-gift / Venom drake aspect +0.00(-0.30) Wild-gift / Cold drake aspect +0.00(-0.30) Wild-gift / Fire drake aspect +0.00(-0.30) Wild-gift / Storm drake aspect +0.00(-0.30) Wild-gift / Sand drake aspect Talent granted: +1 Block Mindpower: +0 (+0 eff.) (-20 (-3 eff.)) Mental crit. chance: +0% (-5%) Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
[vs. Eye of the Wyrm (16-17 power, 53 apr, physical damage) (In off hand)]Fire Dragon Shield (16 def, 9 armour, 58-69 power, 220 block) Requires: - Shield usage training - Strength 28 Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 Base power: 0.0 - 0.0(-16.0 - -17.6) Uses stat: 40% Wil Damage type: Physical Armour Penetration: +0 (-53) Crit. chance: +0.0% (-2.5%) Attack speed: inf% (inf%) Damage conversion: 0%(-20%) acid / 0%(-20%) physical / 0%(-20%) cold / 0%(-20%) fire / 0%(-20%) lightning When used to attack (with talents): Base power: 58.0 - 69.6 Uses stats: 40% Wil, 100% Str Damage type: Fire Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +220 When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +9 Defense: +16 (+2 eff.) Ranged Defense: +15 (+2 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire On shield block: + 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Changes resistances: +0%(-10%) acid / +0%(-10%) physical / +35%(+25%) fire / +0%(-10%) cold / +0%(-10%) lightning Changes damage: +0%(-12%) lightning / +0%(-12%) physical / +0%(-12%) fire / +0%(-12%) cold / +0%(-12%) acid Damage affinity(heal): +15% fire Talent masteries: +0.00(-0.30) Wild-gift / Venom drake aspect +0.00(-0.30) Wild-gift / Cold drake aspect +0.00(-0.30) Wild-gift / Fire drake aspect +0.00(-0.30) Wild-gift / Storm drake aspect +0.00(-0.30) Wild-gift / Sand drake aspect Talent granted: +1 Block Mindpower: +0 (+0 eff.) (-20 (-3 eff.)) Mental crit. chance: +0% (-5%) Special effect on block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
[vs. Eye of the Wyrm (16-17 power, 53 apr, physical damage) (In off hand)]Blightstopper (18 def, 12 armour, 52-62 power, 240 block) Requires: - Shield usage training - Strength 35 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 Base power: 0.0 - 0.0(-16.0 - -17.6) Uses stat: 40% Wil Damage type: Physical Armour Penetration: +0 (-53) Crit. chance: +0.0% (-2.5%) Attack speed: inf% (inf%) Damage conversion: 0%(-20%) acid / 0%(-20%) physical / 0%(-20%) cold / 0%(-20%) fire / 0%(-20%) lightning When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +240 Damage conversion: 30% nature / 10% manaburn arcane When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +12 Defense: +18 (+2 eff.) Ranged Defense: +12 (+1 eff.) Fatigue: +22% Damage when hit (Melee): 15 nature Changes resistances: +0%(-10%) acid / +0%(-10%) physical / +0%(-10%) cold / +0%(-10%) lightning / +35% blight / +0%(-10%) fire / +15% nature Changes damage: +0%(-12%) lightning / +0%(-12%) physical / +0%(-12%) fire / +0%(-12%) cold / +0%(-12%) acid Talent masteries: +0.00(-0.30) Wild-gift / Venom drake aspect +0.00(-0.30) Wild-gift / Cold drake aspect +0.00(-0.30) Wild-gift / Fire drake aspect +0.00(-0.30) Wild-gift / Storm drake aspect +0.00(-0.30) Wild-gift / Sand drake aspect +0.20 Wild-gift / Antimagic Talent granted: +1 Block Spell save: +24 (+6 eff.) Disease immunity: +60% Mindpower: +0 (+0 eff.) (-20 (-3 eff.)) Mental crit. chance: +0% (-5%) It can be used to purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns Activation costs 13 power out of 40/40. This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
[vs. Eye of the Wyrm (16-17 power, 53 apr, physical damage) (In off hand)]voratun shield 'Stokebore' (0 def, 21 armour, 67-80 power, 395.5 block) Requires: - Shield usage training - Strength 48 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 Base power: 0.0 - 0.0(-16.0 - -17.6) Uses stat: 40% Wil Damage type: Physical Armour Penetration: +0 (-53) Crit. chance: +0.0% (-2.5%) Attack speed: inf% (inf%) Damage conversion: 0%(-20%) acid / 0%(-20%) physical / 0%(-20%) cold / 0%(-20%) fire / 0%(-20%) lightning When used to attack (with talents): Base power: 67.0 - 80.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +395 Damage (Melee): +16 fire Damage (radius 1) on hit: +8 acid When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +21 Fatigue: +8% On shield block: + 20% chance to use Warden's Vigor and lower the cooldown of up to 8 random talent(s). This effect has a 20 turn cooldown. + 20% chance to use Physical Resurgence and lower the cooldown of up to 8 technique, cunning, or steamtech talent(s). This effect has a 20 turn cooldown. Changes stats: +7 Cun Changes resistances: +0%(-10%) acid / +0%(-10%) physical / +21%(+11%) fire / +0%(-10%) cold / +0%(-10%) lightning Changes resistances penetration: +10% acid / +10% fire Changes damage: +12%(-) acid / +0%(-12%) physical / +0%(-12%) fire / +0%(-12%) cold / +0%(-12%) lightning Talent masteries: +0.00(-0.30) Wild-gift / Venom drake aspect +0.00(-0.30) Wild-gift / Cold drake aspect +0.00(-0.30) Wild-gift / Fire drake aspect +0.00(-0.30) Wild-gift / Storm drake aspect +0.00(-0.30) Wild-gift / Sand drake aspect Talent cooldown: Block (-2 turns) Talent granted: +1 Block Mindpower: +0 (+0 eff.) (-20 (-3 eff.)) Mental crit. chance: +0% (-5%) Handheld deflection devices. |
[vs. Mankini (0 def, 0 armour) (Main armor)]Evermoss Robe (12 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+1 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13%(+6%) all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+3 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
[vs. Mankini (0 def, 0 armour) (Main armor)]Crimson Robe (12 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+1 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances: +15%(+8%) all Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
[vs. Mankini (0 def, 0 armour) (Main armor)]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 (+1 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +0%(-7%) all / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+5 eff.) Mindpower: +10 (+1 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. |
[vs. Mankini (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. rejuvenating drakeskin leather armour of alacrity (20 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+2 eff.) Fatigue: +8% Changes resistances: +0%(-7%) all Life regen: +8.00 Stamina each turn: +1.70 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
[vs. Mankini (0 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. skyforged stralite mail armour (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+0 eff.) Fatigue: +22% Changes stats: +9 Con Changes resistances: +13% lightning / -18% fire / +13% cold / +0%(-7%) all Physical save: +9 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) A suit of armour made of mail. |
[vs. Mankini (0 def, 0 armour) (Main armor)]Chromatic Harness (10 def, 14 armour) Requires: - Heavy armour training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+1 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% acid / +20% fire / +20% cold / +0%(-7%) all Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
[vs. Mankini (0 def, 0 armour) (Main armor)]Scale Mail of Kroltar (10 def, 18 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+1 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% lightning / +20% blight / +20% fire / +20% nature / +0%(-7%) all Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 26 power out of 80/80) : Effective talent level: 8.1 Power cost: 26 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 150.19 fire damage in a radius of 6 each turn for 10 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
[vs. Mankini (0 def, 0 armour) (Main armor)]Monolith Armour (40 def, 50 armour) Requires: - Massive armour training - Constitution 150 Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+5 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10%(+3%) all Physical save: +35 (+7 eff.) Spell save: +35 (+8 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+2 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
[vs. Mankini (0 def, 0 armour) (Main armor)]Plate of the Blackened Mind (15 def, 40 armour) Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+2 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +20% darkness / +25% mind / +0%(-7%) all Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+3 eff.) Mental save: +25 (+7 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+1 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 8 power out of 25/25) : Effective talent level: 3.5 Power cost: 8 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 5 turns and vulnerable to attacks. They will lose 31 Armour, 44 Defense and your attacks will gain 54% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
[vs. Lightning Catcher (Around waist)]Rope Belt of the Thaloren Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Fatigue: +0% (-5%) Changes stats: +7 Cun / +8 Wil Changes resistances: +0%(-30%) lightning Talent mastery: +0.20 Wild-gift / Harmony Stun/Freeze immunity: +0% (-30%) Mindpower: +15 (+2 eff.) Mental crit. chance: +15% The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
[vs. Lightning Catcher (Around waist)]Burnclash Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Fatigue: +0% (-5%) Changes resistances: +21%(-9%) lightning / +30% fire / +12% mind Changes resistances penetration: +15% lightning / +28% fire / +20% arcane Changes damage: +12% arcane / +12% mind Spell save: +11 (+3 eff.) Stun/Freeze immunity: +0% (-30%) Size category: +1 A belt that goes around your waist. |
[vs. Lightning Catcher (Around waist)]Emblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+2 eff.) Fatigue: +0% (-5%) Changes stats: +12 Dex / +10 Cun / +8 Lck Changes resistances: +0%(-30%) lightning Stun/Freeze immunity: +0% (-30%) Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 16 power out of 30/30) : Effective talent level: 7.2 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 42% chance to evade melee and ranged attacks and 98 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
[vs. Cloth of Dreams (10 def, 0 armour) (Cloak)] Cloak of Ten Thousand Leaves (7 def, 0 armour)Cloak of Ten Thousand Leaves (7 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Defense: +7 (+1 eff.) (-3 (-1 eff.)) Changes stats: +0(-6) Cun / +0(-5) Wil Changes resistances: +16% darkness / +0%(-15%) mind Changes damage: +10% darkness / +11% nature Damage affinity(heal): +11% nature Talent masteries: +0.00(-0.10) Psionic / Dreaming +0.30 Cursed / Darkness +0.30 Cunning / Survival +0.00(-0.10) Psionic / Slumber Physical save: +0 (+0 eff.) (-10 (-2 eff.)) Spell save: +0 (+0 eff.) (-10 (-2 eff.)) Mental save: +0 (+0 eff.) (-10 (-2 eff.)) Mindpower: +0 (+0 eff.) (-6 (-1 eff.)) Each step you take heals you for 2.4% of your max life. It can be used to Cloak yourself in the leaves of your cloak to enter stealth for 5 turns Activation costs 16 power out of 50/50. This cloak is somehow crafted from thousands of interwoven leaves. There is a dire edge to its wild energies. |
[vs. Cloth of Dreams (10 def, 0 armour) (Cloak)]Destala's Scales (10 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) (-) Changes stats: +6(-) Cun / +0(-5) Wil Changes resistances: +0%(-15%) mind Changes resistances penetration: +10% acid Changes damage: +15% acid Talent masteries: +0.00(-0.10) Psionic / Dreaming +0.20 Wild-gift / Venom drake aspect +0.00(-0.10) Psionic / Slumber Physical save: +0 (+0 eff.) (-10 (-2 eff.)) Spell save: +0 (+0 eff.) (-10 (-2 eff.)) Mental save: +0 (+0 eff.) (-10 (-2 eff.)) Mindpower: +6 (+1 eff.) (-) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 11 power out of 20/20) : Effective talent level: 6.3 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 66% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
[vs. Cloth of Dreams (10 def, 0 armour) (Cloak)]Hurorig the Deepswend (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) (-8 (-2 eff.)) Changes stats: +5(-) Wil / +4(-2) Cun / +4 Con Changes resistances: +0%(-15%) mind / +9% cold / +18% darkness / +12% temporal Changes damage: +9% darkness Talent masteries: +0.00(-0.10) Psionic / Dreaming +0.00(-0.10) Psionic / Slumber Talent granted: +4 Glorious Presence Reduces incoming crit damage: 28.00% Physical save: +0 (+0 eff.) (-10 (-2 eff.)) Spell save: +0 (+0 eff.) (-10 (-2 eff.)) Mental save: +0 (+0 eff.) (-10 (-2 eff.)) Maximum hate: +6.00 Mindpower: +25 (+4 eff.) (+19 (+3 eff.)) Mental crit. chance: +4% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Glorious Presence: When you fail a save against a detrimental effect, your glorious presence grants you a 35.0% chance for an additional save against it and 117.2 bonus armor for 2 turns. (Based on your Constitution and Willpower) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Cloth of Dreams (10 def, 0 armour) (Cloak)]Serpentine Cloak (20 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+3 eff.) (+10 (+1 eff.)) Changes stats: +4 Dex / +4(-1) Wil / +4(-2) Cun Changes resistances: +0%(-15%) mind Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.00(-0.10) Psionic / Dreaming +0.50 Cunning / Poisons +0.20 Cunning / Stealth +0.00(-0.10) Psionic / Slumber Physical save: +0 (+0 eff.) (-10 (-2 eff.)) Spell save: +0 (+0 eff.) (-10 (-2 eff.)) Mental save: +0 (+0 eff.) (-10 (-2 eff.)) Poison immunity: +50% Mindpower: +0 (+0 eff.) (-6 (-1 eff.)) Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
[vs. Cloth of Dreams (10 def, 0 armour) (Cloak)]Guise of the Hated (14 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Defense: +14 (+2 eff.) (+4 (+0 eff.)) Damage (Melee): 30 mind / 30 darkness Damage when hit (Melee): 30 mind / 30 darkness Changes stats: +4 Dex / +8(+3) Wil / +6(-) Cun Changes resistances: +10% darkness / +10%(-5%) mind Changes damage: +4% all Talent masteries: +0.00(-0.10) Psionic / Dreaming +0.30 Cursed / Darkness +0.30 Cursed / Gloom +0.00(-0.10) Psionic / Slumber Talent granted: +5 Dark Vision Stealth bonus: +12 Physical save: +0 (+0 eff.) (-10 (-2 eff.)) Spell save: +0 (+0 eff.) (-10 (-2 eff.)) Mental save: +10 (+2 eff.) (-) Hate per kill: +5.00 Mindpower: +20 (+3 eff.) (+14 (+2 eff.)) Mental crit. chance: +10% Talent on hit(mindpower): Creeping Darkness (10% chance level 3). Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
[vs. Cloth of Dreams (10 def, 0 armour) (Cloak)]Ravenvile of the Blightspawn (11 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: +11 (+2 eff.) (+1 (+0 eff.)) Effects on melee hit: * 20% chance to reduce damage dealt by 46% Effects when hit in melee: * 35% chance to reduce strength, dexterity, and constitution by 24 * 36% chance to reduce damage dealt by 46% Damage when hit (Melee): 2 light Changes stats: +0(-6) Cun / +0(-5) Wil Changes resistances: +0%(-15%) mind / +21% light / +6% darkness / +15% blight / +21% fire / +18% nature / +25% cold Changes resistances penetration: +20% darkness Changes damage: +12% darkness Talent masteries: +0.00(-0.10) Psionic / Dreaming +0.00(-0.10) Psionic / Slumber Stealth bonus: +12 Physical save: +0 (+0 eff.) (-10 (-2 eff.)) Spell save: +0 (+0 eff.) (-10 (-2 eff.)) Mental save: +0 (+0 eff.) (-10 (-2 eff.)) Life regen: +8.00 Mindpower: +0 (+0 eff.) (-6 (-1 eff.)) Light radius: +3 Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Cloth of Dreams (10 def, 0 armour) (Cloak)]Ureslak's Molted Scales (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Defense: +0 (+0 eff.) (-10 (-2 eff.)) Changes stats: +0(-6) Cun / +0(-5) Wil Changes resistances: +20% lightning / +20% darkness / +0%(-15%) mind / +20% cold / +20% fire / -30% arcane / +20% nature Changes resistances cap: +10% lightning / +10% darkness / +10% cold / +10% fire / -30% arcane / +10% nature Talent masteries: +0.00(-0.10) Psionic / Dreaming +0.00(-0.10) Psionic / Slumber Physical save: +0 (+0 eff.) (-10 (-2 eff.)) Spell save: +0 (+0 eff.) (-10 (-2 eff.)) Mental save: +0 (+0 eff.) (-10 (-2 eff.)) Mindpower: +0 (+0 eff.) (-6 (-1 eff.)) It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.) Activation costs 26 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
[vs. Unbreakable Greaves (8 def, 20 armour) (On feet)]Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +1 (-19) Armour Hardiness: +0% (-20%) Defense: +2 (+1 eff.) (-6 (-1 eff.)) Fatigue: +2% (-10%) Changes stats: +0(-20) Str / +0(+6) Dex / +3 Cun / +0(-10) Con Changes resistances: +0%(-15%) acid / +0%(-15%) physical Changes damage: +0%(-15%) physical Talent mastery: +0.20 Cunning / Survival Knockback immunity: +0% (-100%) It can be used to boost speed by 70% (based on Cunning) Activation costs 26 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
[vs. Unbreakable Greaves (8 def, 20 armour) (On feet)]Frost Treads (1 def, 4 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +4 (-16) Armour Hardiness: +0% (-20%) Defense: +1 (+1 eff.) (-7 (-1 eff.)) Fatigue: +7% (-5%) Changes stats: +4(-16) Str / +0(+6) Dex / +4 Wil / +4 Cun / +0(-10) Con Changes resistances: +0%(-15%) acid / +20% cold / +10% nature / +0%(-15%) physical Changes damage: +0%(-15%) physical / +15% cold Knockback immunity: +0% (-100%) Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
[vs. Unbreakable Greaves (8 def, 20 armour) (On feet)] Ravenscale Boots (4 def, 1 armour)Ravenscale Boots (4 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +1 (-19) Armour Hardiness: +0% (-20%) Defense: +4 (+1 eff.) (-4 (-1 eff.)) Fatigue: +2% (-10%) Changes stats: +0(-20) Str / +0(+6) Dex / +5 Cun / +0(-10) Con Changes resistances: +0%(-15%) acid / +6% cold / +0%(-15%) physical / +7% fire Changes resistances penetration: +6% nature / +6% darkness Changes damage: +0%(-15%) physical Pinning immunity: +12% Stun/Freeze immunity: +10% Knockback immunity: +10% (-90%) It can be used to activate talent Sudden Assault (costing 11 power out of 22/22) : Effective talent level: 2.5 Power cost: 11 out of 22/22. Range: 7 Travel Speed: instantaneous Description: Lunge toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can knock the target off-guard for 4 turns if it hits, increasing their ability to be critically hit. One of several pairs, worn by a group of mercenary scoundrels infamous for their sudden and savage assaults. |
[vs. Unbreakable Greaves (8 def, 20 armour) (On feet)]Shoes of Moving Slowly (0 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +0 (-20) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-8 (-2 eff.)) Fatigue: +3% (-9%) Changes stats: +0(-20) Str / +0(+6) Dex / +8 Mag / +8 Wil / +0(-10) Con Changes resistances: +0%(-15%) acid / +0%(-15%) physical Changes damage: +0%(-15%) physical Knockback immunity: +100% (-) Spellpower: +5 (+0 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
[vs. Unbreakable Greaves (8 def, 20 armour) (On feet)]This item will automatically be transmogrified when you leave the level. mindreaver's pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +5 (-15) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-8 (-2 eff.)) Fatigue: +0% (-12%) Changes stats: +0(-20) Str / +0(+6) Dex / +0(-10) Con Changes resistances: +0%(-15%) acid / +0%(-15%) physical Changes resistances penetration: +11% mind Changes damage: +0%(-15%) physical Knockback immunity: +0% (-100%) Stamina each turn: +1.10 Maximum stamina: +40.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +5% A pair of boots made of leather. |
[vs. Unbreakable Greaves (8 def, 20 armour) (On feet)]Velaba (13 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) (-5 (-1 eff.)) Armour: +4 (-16) Armour Hardiness: +0% (-20%) Defense: +13 (+2 eff.) (+5 (+0 eff.)) Fatigue: +3% (-9%) Changes stats: +5(-15) Str / +0(+6) Dex / +3(-7) Con Changes resistances: +12%(-3%) acid / +0%(-15%) physical Changes resistances penetration: +15% acid Changes damage: +18% acid / +8%(-7%) physical Knockback immunity: +0% (-100%) Movement speed: +12% Size category: +1 It can be used to activate talent Disengage, placing all other charms into a 16 cooldown : Effective talent level: 4.5 Power cost: 16 out of 30/30. Range: 7 Travel Speed: instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 194% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Unbreakable Greaves (8 def, 20 armour) (On feet)]Boots of the Hunter (2 def, 12 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) (+2 (+0 eff.)) Armour: +12 (-8) Armour Hardiness: +0% (-20%) Defense: +2 (+1 eff.) (-6 (-1 eff.)) Fatigue: +8% (-4%) Changes stats: +0(-20) Str / +0(+6) Dex / +0(-10) Con Changes resistances: +0%(-15%) acid / +0%(-15%) physical Changes damage: +0%(-15%) physical Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Knockback immunity: +0% (-100%) Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 17 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
[vs. Unbreakable Greaves (8 def, 20 armour) (On feet)]pair of voratun boots 'Bregunarista' (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +0 (+0 eff.) (-10 (-2 eff.)) Armour: +5 (-15) Armour Hardiness: +0% (-20%) Defense: +0 (+0 eff.) (-8 (-2 eff.)) Fatigue: -6% (-18%) Changes stats: +8(-12) Str / +0(+6) Dex / +4 Cun / +0(-10) Con Changes resistances: +0%(-15%) acid / +0%(-15%) physical / +15% light / +21% blight / +24% nature Changes damage: +0%(-15%) physical Knockback immunity: +0% (-100%) Life regen: +5.38 Stamina each turn: +0.80 Only die when reaching: -80.00 life Maximum life: +194.54 Movement speed: +10% Healing mod.: +26% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Spellhunt Remnants (6 def, 8 armour) (On hands)]Wyrmbreath (0 def, 4 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 (-4) Defense: +0 (+0 eff.) (-6 (-1 eff.)) Changes stats: +0(-10) Cun / +5(-5) Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes resistances penetration: +0%(-25%) nature Changes damage: +0%(-25%) nature / +10% fire Spell save: +0 (+0 eff.) (-15 (-3 eff.)) Maximum life: +0.00 (-100.00) Mindpower: +0 (+0 eff.) (-12 (-2 eff.)) Mental crit. chance: +0% (-15%) Light radius: +0 (-1) When used to modify unarmed attacks: Base power: 18.0 - 19.8(-16.0 - -27.8) Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 (-11) Crit. chance: +1.0% (-11.0%) Attack speed: 100% (+17%) When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). On weapon hit: * 0 arcane resource burn Damage (Melee): +0(-20) silence / +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 13 power out of 24/24) : Effective talent level: 6.3 Power cost: 13 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 9. Any target caught in the area will take 1574.19 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
[vs. Spellhunt Remnants (6 def, 8 armour) (On hands)]This item will automatically be transmogrified when you leave the level. restful hardened leather gloves of regeneration (0 def, 2 armour) Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-6) Defense: +0 (+0 eff.) (-6 (-1 eff.)) Changes stats: +0(-10) Cun / +0(-10) Wil Changes resistances penetration: +0%(-25%) nature Changes damage: +0%(-25%) nature Spell save: +0 (+0 eff.) (-15 (-3 eff.)) Life regen: +9.50 Stamina each turn: +2.10 Psi each turn: +0.28 Maximum life: +0.00 (-100.00) Maximum stamina: +27.00 Mindpower: +0 (+0 eff.) (-12 (-2 eff.)) Mental crit. chance: +0% (-15%) Light radius: +0 (-1) When used to modify unarmed attacks: Base power: 15.5 - 17.1(-18.5 - -30.6) Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (-15) Crit. chance: +3.0% (-9.0%) Attack speed: 100% (+17%) When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). When this weapon hits: Nightmare (10% chance level 3). When this weapon hits: Second Wind (10% chance level 1). On weapon hit: * 0 arcane resource burn Damage (Melee): +0(-20) silence Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Spellhunt Remnants (6 def, 8 armour) (On hands)]Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 (-) Defense: +0 (+0 eff.) (-6 (-1 eff.)) Changes stats: +0(-10) Wil / +0(-10) Cun / +4 Con Changes resistances penetration: +0%(-25%) nature Changes damage: +0%(-25%) nature Talent cooldown: Clinch (-2 turns) Spell save: +0 (+0 eff.) (-15 (-3 eff.)) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Maximum life: +0.00 (-100.00) Mindpower: +0 (+0 eff.) (-12 (-2 eff.)) Mental crit. chance: +0% (-15%) Light radius: +0 (-1) When used to modify unarmed attacks: Base power: 19.0 - 20.9(-15.0 - -26.7) Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-17) Crit. chance: +7.0% (-5.0%) Attack speed: 100% (+17%) When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). On weapon hit: * 0 arcane resource burn Damage (Melee): +0(-20) silence These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
[vs. Spellhunt Remnants (6 def, 8 armour) (On hands)]Snow Giant Wraps (0 def, 2 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 (-6) Defense: +0 (+0 eff.) (-6 (-1 eff.)) Changes stats: +4 Str / +0(-10) Cun / +0(-10) Wil Changes resistances: +10% lightning / +10% cold Changes resistances penetration: +0%(-25%) nature Changes damage: +0%(-25%) nature Spell save: +0 (+0 eff.) (-15 (-3 eff.)) Knockback immunity: +50% Maximum life: +60.00 (-40.00) Mindpower: +0 (+0 eff.) (-12 (-2 eff.)) Mental crit. chance: +0% (-15%) Light radius: +0 (-1) When used to modify unarmed attacks: Base power: 17.0 - 18.7(-17.0 - -28.9) Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 (-17) Crit. chance: +4.0% (-8.0%) Attack speed: 100% (+17%) When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). When this weapon hits: Call Lightning (25% chance level 5). On weapon hit: * 0 arcane resource burn Damage (Melee): +10 lightning / +10 cold / +0(-20) silence It can be used to activate talent Throw Boulder (costing 4 power out of 6/6) : Effective talent level: 3.5 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 456.64 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
[vs. Spellhunt Remnants (6 def, 8 armour) (On hands)]fractal drakeskin leather gloves of sorrow (0 def, 3 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 (-5) Defense: +0 (+0 eff.) (-6 (-1 eff.)) Effects on melee hit: * 19% chance to reduce all saves and defense by 58 Damage (Melee): 5 temporal / 39 darkness / 46 mind Changes stats: +0(-10) Cun / +0(-10) Wil Changes resistances penetration: +0%(-25%) nature Changes damage: +6% temporal / +5% mind / +0%(-25%) nature Spell save: +0 (+0 eff.) (-15 (-3 eff.)) Mental save: +2 (+1 eff.) Maximum life: +0.00 (-100.00) Mindpower: +8 (+1 eff.) (-4 (-1 eff.)) Mental crit. chance: +0% (-15%) Light radius: +0 (-1) When used to modify unarmed attacks: Base power: 28.5 - 31.4(-5.5 - -16.2) Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +14 Armour Penetration: +5 (-13) Crit. chance: +5.0% (-7.0%) Attack speed: 100% (+17%) When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). When this weapon hits: Reproach (10% chance level 5). On weapon hit: * 0 arcane resource burn Damage (Melee): +0(-20) silence Damage conversion: 10% mind / 10% temporal It can be used to activate talent Ruined Earth, placing all other charms into a 11 cooldown : Effective talent level: 4.5 Power cost: 11 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Spellhunt Remnants (6 def, 8 armour) (On hands)]Fists of the Desert Scorpion (8 def, 4 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 (-4) Defense: +8 (+1 eff.) (+2 (+0 eff.)) Changes stats: +3 Str / +3(-7) Wil / +3(-7) Cun Changes resistances penetration: +0%(-25%) nature Changes damage: +0%(-25%) nature / +8% physical Talent mastery: +0.20 Technique / Grappling Spell save: +0 (+0 eff.) (-15 (-3 eff.)) Disarm immunity: +40% Maximum life: +0.00 (-100.00) Mindpower: +3 (+1 eff.) (-9 (-1 eff.)) Mental crit. chance: +0% (-15%) Light radius: +0 (-1) When used to modify unarmed attacks: Base power: 25.0 - 35.0(-9.0 - -12.6) Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 (-8) Crit. chance: +10.0% (-2.0%) Attack speed: 87% (+4%) When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Quick as Thought (10% chance level 3). When this weapon hits: Implode (5% chance level 1). On weapon hit: * 0 arcane resource burn Damage (Melee): +0(-20) silence It can be used to activate talent Mindhook (costing 9 power out of 24/24) : Effective talent level: 5.5 Power cost: 9 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
[vs. Spellhunt Remnants (6 def, 8 armour) (On hands)]Ruthless Grip (0 def, 5 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 (-3) Defense: +0 (+0 eff.) (-6 (-1 eff.)) Damage (Melee): 15 darkness / 15 cold Changes stats: +0(-10) Cun / +0(-10) Wil Changes resistances penetration: +0%(-25%) nature Changes damage: +20% cold / +20% darkness / +0%(-25%) nature Spell save: +0 (+0 eff.) (-15 (-3 eff.)) Only die when reaching: -100.00 life Maximum life: +0.00 (-100.00) Maximum hate: +20.00 Mindpower: +0 (+0 eff.) (-12 (-2 eff.)) Mental crit. chance: +0% (-15%) Light radius: +0 (-1) Healing mod.: -10% When used to modify unarmed attacks: Base power: 26.0 - 36.4(-8.0 - -11.2) Uses stats: 80% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 (-3) Crit. chance: +10.0% (-2.0%) Attack speed: 83% (-) When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). When this weapon hits: Dominate (10% chance level 3). When this weapon hits: Slash (5% chance level 3). On weapon hit: * 0 arcane resource burn Damage (Melee): +0(-20) silence It can be used to activate talent Instill Fear (costing 11 power out of 30/30) : Effective talent level: 4.5 Power cost: 11 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 53.00 mind and 65.63 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 50% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 54. Terrified: Deals 13.50 mind and 16.72 darkness damage per turn and increases cooldowns by 82%. Haunted: Causes the target to suffer 20.56 mind and 25.46 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
[vs. Spellhunt Remnants (6 def, 8 armour) (On hands)]voratun gauntlets of the verdant (0 def, 3 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 (-5) Defense: +0 (+0 eff.) (-6 (-1 eff.)) Fatigue: +5% Changes stats: +0(-10) Cun / +0(-10) Wil Changes resistances: +20% blight / +20% darkness / +20% arcane Changes resistances penetration: +0%(-25%) nature Changes damage: +0%(-25%) nature Damage affinity(heal): +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +20 (+5 eff.) (+5 (+2 eff.)) Maximum life: +0.00 (-100.00) Mindpower: +0 (+0 eff.) (-12 (-2 eff.)) Mental crit. chance: +0% (-15%) Light radius: +0 (-1) When used to modify unarmed attacks: Base power: 31.5 - 44.1(-2.5 - -3.5) Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 (-3) Crit. chance: +10.0% (-2.0%) Attack speed: 83% (-) When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Antimagic Zone (15% chance level 3). When this weapon crits: Call of the Ooze (20% chance level 2). On weapon hit: * 0 arcane resource burn Damage (Melee): +0(-20) silence Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]Malslek the Accursed's Hat (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +0 (-6) Defense: +2 (+0 eff.) Fatigue: +0% (-8%) Damage (Melee): 30 % chance of gloom effects / 0(-5) % chance to summon an orc spirit Changes stats: +0(-5) Str / +0(-4) Wil / +0(-5) Con Changes resistances: +20% fire Changes damage: +10% darkness / +10%(-) physical Talent masteries: +0.20 Cursed / Punishments +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-2 eff.)) Spell save: +0 (+0 eff.) (-12 (-3 eff.)) Mental save: -10 (-2 eff.) (-22 (-5 eff.)) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+1 eff.) Mindpower: +15 (+2 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]Eye of the Forest (8 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-6) Defense: +8 (+1 eff.) Fatigue: +0% (-8%) Damage (Melee): 0(-5) % chance to summon an orc spirit Changes stats: +0(-5) Str / +8(+4) Wil / +6 Cun / +0(-5) Con Changes resistances penetration: +15% nature Changes damage: +20% nature / +0%(-10%) physical Talent masteries: +0.10 Wild-gift / Moss +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-2 eff.)) Spell save: +0 (+0 eff.) (-12 (-3 eff.)) Mental save: +12 (+3 eff.) (-) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 18 power out of 35/35) : Effective talent level: 5.2 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 12. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 5. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]The Face of Fear (8 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-6) Defense: +8 (+1 eff.) Fatigue: +0% (-8%) Damage (Melee): 0(-5) % chance to summon an orc spirit Changes stats: +0(-5) Str / +8(+4) Wil / +6 Cun / +0(-5) Con Changes damage: +0%(-10%) physical Talent masteries: +0.20 Cursed / Fears +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-2 eff.)) Spell save: +0 (+0 eff.) (-12 (-3 eff.)) Mental save: +0 (+0 eff.) (-12 (-3 eff.)) Fear immunity: +60% Mindpower: +16 (+2 eff.) It can be used to activate talent Instill Fear (costing 10 power out of 45/45) : Effective talent level: 3.5 Power cost: 10 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 47.00 mind and 58.20 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 48% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 48. Terrified: Deals 12.00 mind and 14.86 darkness damage per turn and increases cooldowns by 73%. Haunted: Causes the target to suffer 18.30 mind and 22.67 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]Infused Cerebrum (8 def, 0 armour) Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +0 (-6) Defense: +8 (+1 eff.) Fatigue: +0% (-8%) Damage (Melee): 0(-5) % chance to summon an orc spirit Changes stats: +0(-5) Str / +10 Mag / +12(+8) Wil / +10 Cun / +0(-5) Con Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-2 eff.)) Spell save: +0 (+0 eff.) (-12 (-3 eff.)) Mental save: +0 (+0 eff.) (-12 (-3 eff.)) Fear immunity: -60% Spellpower: +12 (+1 eff.) Mindpower: +12 (+2 eff.) It can be used to assault the mind of a foe to utterly dominate it Activation costs 52 power out of 150/150. This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]Lisalrathra the Cysthunt (0 def, 5 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Armour: +5 (-1) Fatigue: +5% (-3%) Effects on melee hit: * 27% chance to slow global speed by 89% Damage (Melee): 0(-5) % chance to summon an orc spirit Damage when hit (Melee): 8 cold Changes stats: +11(+6) Str / +10 Dex / +8 Mag / +7(+3) Wil / +3(-2) Con Changes resistances: +15% physical / +12% light / +18% nature Changes resistances penetration: +25% nature Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +15 (+3 eff.) (+3 (+1 eff.)) Spell save: +0 (+0 eff.) (-12 (-3 eff.)) Mental save: +0 (+0 eff.) (-12 (-3 eff.)) A cap made of leather. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]Omniscience (7 def, 0 armour) Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +0 (-6) Defense: +7 (+1 eff.) Fatigue: +0% (-8%) Damage (Melee): 0(-5) % chance to summon an orc spirit Changes stats: +0(-5) Str / +0(-4) Wil / +0(-5) Con Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-2 eff.)) Spell save: +0 (+0 eff.) (-12 (-3 eff.)) Mental save: +25 (+7 eff.) (+13 (+4 eff.)) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20) Activation costs 16 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]This item will automatically be transmogrified when you leave the level. drakeskin leather cap (0 def, 5 armour) 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 (-1) Fatigue: +5% (-3%) Damage (Melee): 0(-5) % chance to summon an orc spirit Changes stats: +0(-5) Str / +0(-4) Wil / +0(-5) Con Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-2 eff.)) Spell save: +0 (+0 eff.) (-12 (-3 eff.)) Mental save: +0 (+0 eff.) (-12 (-3 eff.)) A cap made of leather. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]mindcaging drakeskin leather cap of fortune (0 def, 5 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 (-1) Fatigue: +5% (-3%) Damage (Melee): 0(-5) % chance to summon an orc spirit Changes stats: +0(-5) Str / +0(-4) Wil / +0(-5) Con / +17 Lck Changes resistances: +25% mind Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-2 eff.)) Spell save: +0 (+0 eff.) (-12 (-3 eff.)) Mental save: +30 (+8 eff.) (+18 (+5 eff.)) Confusion immunity: +50% Spell crit. chance: +8% Mental crit. chance: +8% A cap made of leather. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]Helm of the Dwarven Emperors (0 def, 6 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 (-) Fatigue: +4% (-4%) Damage (Melee): 0(-5) % chance to summon an orc spirit Changes stats: +0(-5) Str / +4 Mag / +3(-1) Wil / +0(-5) Con Changes resistances: +10% darkness Changes damage: +10% light / +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-2 eff.)) Spell save: +0 (+0 eff.) (-12 (-3 eff.)) Mental save: +0 (+0 eff.) (-12 (-3 eff.)) Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]Crown of Command (3 def, 6 armour) Requires: - Heavy armour training - Cunning 25 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 (-) Defense: +3 (+0 eff.) Fatigue: +4% (-4%) Damage (Melee): 0(-5) % chance to summon an orc spirit Changes stats: +0(-5) Str / +10(+6) Wil / +3(-2) Con Changes resistances: +8% physical Changes damage: +0%(-10%) physical Talent masteries: +0.20 Cunning / Survival +0.00(-0.20) Technique / Thuggery +0.20 Technique / Superiority Physical save: +0 (+0 eff.) (-12 (-2 eff.)) Spell save: +0 (+0 eff.) (-12 (-3 eff.)) Mental save: +0 (+0 eff.) (-12 (-3 eff.)) Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 31 power out of 60/60) : Effective talent level: 2.5 Power cost: 31 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)] Netheric Diadem (0 def, 0 armour)Netheric Diadem (0 def, 0 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 (-6) Fatigue: +0% (-8%) Damage (Melee): 0(-5) % chance to summon an orc spirit Changes stats: +0(-5) Str / +0(-4) Wil / +0(-5) Con Changes resistances: +6% acid / +5% fire / +5% cold / +5% lightning Changes damage: +0%(-10%) physical Talent category bonus: +0.20 Demented Damage affinity(heal): +10% darkness / +8% temporal Talent mastery: +0.00(-0.20) Technique / Thuggery Talent granted: +1 Nether Resonance Allows you to breathe in: water Physical save: +0 (+0 eff.) (-12 (-2 eff.)) Spell save: +0 (+0 eff.) (-12 (-3 eff.)) Mental save: +0 (+0 eff.) (-12 (-3 eff.)) Nether Resonance: increases Light resist by 77% (half Magic stat) and Nature resist by 85% (half of Willpower stat). A symbol of rulership from a lost reality, long ago consumed by the Void. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]Dragon-helm of Kroltar (5 def, 9 armour) Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 (+3) Defense: +5 (+0 eff.) Fatigue: +10% (+2%) Damage (Melee): 0(-5) % chance to summon an orc spirit Changes stats: +5(-) Str / +5(+1) Wil / +5(-) Con / -4 Lck Changes damage: +10%(-) physical / +10% fire Talent masteries: +0.20 Wild-gift / Fire drake aspect +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-2 eff.)) Spell save: +0 (+0 eff.) (-12 (-3 eff.)) Mental save: +0 (+0 eff.) (-12 (-3 eff.)) It can be used to activate talent Bellowing Roar (costing 24 power out of 45/45) : Effective talent level: 8.1 Power cost: 24 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 8 into utter confusion (power: 68%) for 3 turns. The sound wave is so strong, your foes also take 397.29 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]Yaldan Baoth (0 def, 10 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +10 (+4) Fatigue: +4% (-4%) Damage (Melee): 0(-5) % chance to summon an orc spirit Changes stats: +10(+5) Str / +0(-4) Wil / +10(+5) Con Changes resistances: +15% light / +25% darkness Changes resistances cap: +10% darkness Changes damage: +15% light / +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-2 eff.)) Spell save: +0 (+0 eff.) (-12 (-3 eff.)) Mental save: +0 (+0 eff.) (-12 (-3 eff.)) Light radius: -2 Sight radius: -2 Reduce all damage from unseen attackers: 33% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. It can be used to lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early. Activation costs 21 power out of 40/40. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]Erisahell the Tempestquill (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +5 (-1) Fatigue: +5% (-3%) Damage (Melee): 0(-5) % chance to summon an orc spirit Damage when hit (Melee): 4 fire Changes stats: +5(-) Str / +10 Dex / +0(-4) Wil / +4(-1) Con Changes resistances: +9% fire / +24% mind / +20% darkness Changes resistances penetration: +10% lightning Changes damage: +15% lightning / +3% fire / +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-2 eff.)) Spell save: +0 (+0 eff.) (-12 (-3 eff.)) Mental save: +21 (+6 eff.) (+9 (+3 eff.)) Confusion immunity: +34% Infravision radius: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]Ragidan (15 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 (-1) Defense: +15 (+2 eff.) Fatigue: +5% (-3%) Effects on melee hit: * 20% chance to reduce all saves and defense by 58 Damage (Melee): 0(-5) % chance to summon an orc spirit Changes stats: +10(+5) Str / +0(-4) Wil / +0(-5) Con Changes resistances: +13% acid / +10% temporal / +17% cold / +12% fire / +38% lightning Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-2 eff.)) Spell save: +0 (+0 eff.) (-12 (-3 eff.)) Mental save: +0 (+0 eff.) (-12 (-3 eff.)) Blindness immunity: +10% It can be used to activate talent Skullcracker, placing all other charms into a 11 cooldown : Effective talent level: 6.8 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1972.3 Physical damage. If the attack hits, the target is confused (47% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]voratun helm 'Balemas' (0 def, 5 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 (-1) Fatigue: +5% (-3%) Damage (Melee): 0(-5) % chance to summon an orc spirit Changes stats: +5(-) Str / +16(+12) Wil / +0(-5) Con Changes resistances: +30% blight / +13% nature / +6% darkness Changes damage: +6% mind / +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-2 eff.)) Spell save: +6 (+2 eff.) (-6 (-1 eff.)) Mental save: +34 (+9 eff.) (+22 (+6 eff.)) Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +3.00 Mental crit. chance: +4% Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)]voratun helm 'Coalbright' (10 def, 5 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +8 Armour: +5 (-1) Defense: +10 (+1 eff.) Fatigue: +5% (-3%) Effects on melee hit: * 10% chance to slow global speed by 89% * 26% chance to reduce damage dealt by 46% Damage (Melee): 0(-5) % chance to summon an orc spirit Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 cold Changes stats: +10(+5) Str / +5 Dex / +0(-4) Wil / +15 Cun / +0(-5) Con Changes resistances: +6% darkness Changes resistances penetration: +20% darkness / +10% nature Changes damage: +0%(-10%) physical / +3% cold / +12% darkness / +3% nature Talent mastery: +0.00(-0.20) Technique / Thuggery Physical save: +0 (+0 eff.) (-12 (-2 eff.)) Spell save: +0 (+0 eff.) (-12 (-3 eff.)) Mental save: +0 (+0 eff.) (-12 (-3 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 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. |
4 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. |
7 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
3 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
5 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. |
10 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. |
17 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. |
12 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. |
13 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+1 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+1 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 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. |
2022 Little GemsPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: gem / gift ; tier 3 When carried: Light radius: +2 It can be used to explode a sphere Activation costs 1 power out of 2019/2022. A set of 2022 tiny explosive spheres. |
611 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. |
[vs. dwarven lantern 'Earuromildil' (Light source)] Astrion's EyeAstrion's Eye Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Armour penetration: +0 (-15) Armour: +0 (-12) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Damage (Melee): 12 frost burn Damage (Ranged): 13 frost burn Damage when hit (Melee): 6 nature Changes stats: +0(-5) Con Changes resistances: +0%(-24%) lightning / +0%(-12%) temporal Changes resistances penetration: +0%(-15%) all Changes damage: +3% nature / +0%(-21%) arcane Damage against: +9% Elemental Damage affinity(heal): +7% cold Physical save: +13 (+3 eff.) Spell save: +0 (+0 eff.) (-21 (-5 eff.)) Life regen: +0.00 (-6.84) Stamina each turn: +0.00 (-5.13) Mana each turn: +0.00 (-0.20) Only die when reaching: +0.00 life (+136.70 life) Light radius: +3 (-4) Infravision radius: +1 Healing mod.: +25% (-5%) A glowing blue crystal said to have been once been part of a powerful ice elemental. |
[vs. dwarven lantern 'Earuromildil' (Light source)]Coalsear the alchemist's lamp Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +0 (-15) Armour: +0 (-12) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Effects on melee hit: * 20% chance to slow global speed by 89% * 20 arcane resource burn Damage when hit (Melee): 4 darkness Changes stats: +0(-5) Con Changes resistances: +0%(-24%) lightning / +0%(-12%) temporal / +20% light / +12% fire / +5% arcane Changes resistances penetration: +0%(-15%) all / +10% fire Changes damage: +15% darkness / +0%(-21%) arcane Spell save: +0 (+0 eff.) (-21 (-5 eff.)) Mental save: +10 (+3 eff.) Life regen: +0.00 (-6.84) Stamina each turn: +0.00 (-5.13) Mana each turn: +0.00 (-0.20) Only die when reaching: +0.00 life (+136.70 life) Light radius: +4 (-3) See stealth: +16 See invisible: +17 Healing mod.: +0% (-30%) A normal brass lantern, enhanced by alchemy to make it brighter. |
[vs. dwarven lantern 'Earuromildil' (Light source)]Umbraphage Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +0 (-15) Armour: +0 (-12) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes stats: +0(-5) Con Changes resistances: +0%(-24%) lightning / +0%(-12%) temporal / +20% darkness Changes resistances penetration: +10% darkness / +0%(-15%) all Changes damage: +0%(-21%) arcane / +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Spell save: +0 (+0 eff.) (-21 (-5 eff.)) Mental save: +10 (+3 eff.) Life regen: +0.00 (-6.84) Stamina each turn: +0.00 (-5.13) Mana each turn: +0.00 (-0.20) Only die when reaching: +0.00 life (+136.70 life) Mindpower: +10 (+1 eff.) Light radius: +5 (-2) Healing mod.: +0% (-30%) Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 490.39 darkness damage (based on Mindpower and charge) Activation costs 6 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
[vs. dwarven lantern 'Earuromildil' (Light source)]Porille Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +0 (-15) Armour: +0 (-12) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes stats: +13 Cun / +0(-5) Con Changes resistances: +27% acid / +0%(-12%) temporal / +0%(-24%) lightning Changes resistances penetration: +25% acid / +0%(-15%) all Changes damage: +15% acid / +0%(-21%) arcane Spell save: +0 (+0 eff.) (-21 (-5 eff.)) Life regen: +0.00 (-6.84) Stamina each turn: +0.00 (-5.13) Mana each turn: +0.00 (-0.20) Equilibrium when hit: +0.20 Only die when reaching: +0.00 life (+136.70 life) Mental crit. chance: +9% Light radius: +5 (-2) Healing mod.: +0% (-30%) It can be used to Unleash a cascade of electricity, inflicting 512.13 Lighting damage in radius 5 (based on Dexterity). Creatures in the area also either dazed or take 177.0 Haywire damage for 7 turns Activation costs 11 power out of 30/30. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
[vs. dwarven lantern 'Earuromildil' (Light source)]watchleader's dwarven lantern Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +0 (-15) Armour: +0 (-12) Defense: +0 (+0 eff.) (-40 (-6 eff.)) Changes stats: +0(-5) Con Changes resistances: +0%(-24%) lightning / +0%(-12%) temporal Changes resistances penetration: +0%(-15%) all Changes damage: +0%(-21%) arcane Spell save: +0 (+0 eff.) (-21 (-5 eff.)) Blindness immunity: +43% Confusion immunity: +17% Life regen: +0.00 (-6.84) Stamina each turn: +0.00 (-5.13) Mana each turn: +0.00 (-0.20) Only die when reaching: +0.00 life (+136.70 life) Light radius: +10 (+3) See stealth: +22 See invisible: +21 Healing mod.: +0% (-30%) It can be used to activate talent Track, placing all other charms into a 21 cooldown : Effective talent level: 6.6 Power cost: 21 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 48 for 9 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
[vs. Cut Drem Arm (Tool)]Essence of Bearness Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal When wielded/worn: Damage when hit (Melee): 0(-25) darkness Disarm immunity: +0% (-100%) It can be used to invoke your inner bearness Activation costs 52 power out of 100/100. The very essence of bearness! |
[vs. Cut Drem Arm (Tool)] Axe of Fluffy EvilAxe of Fluffy Evil Powered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe When wielded/worn: Damage when hit (Melee): 0(-25) darkness Disarm immunity: +0% (-100%) It can be used to create a ... clockwork gnome Activation costs 26 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 42 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
[vs. Cut Drem Arm (Tool)]Blazelore the voratun pickaxe (dig speed 15 turns) Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +11 Fatigue: -7% Damage when hit (Melee): 0(-25) darkness / 2 temporal Changes stats: +12 Str Changes resistances: +6% lightning / +9% temporal / +9% darkness Changes resistances penetration: +5% lightning / +15% temporal Damage affinity(heal): +15% darkness Disarm immunity: +0% (-100%) Infravision radius: +7 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 14 cooldown : Effective talent level: 7.2 Power cost: 14 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +126 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
[vs. Cut Drem Arm (Tool)]Fortune's Eye Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+2 eff.) Armour penetration: +12 Defense: +12 (+1 eff.) Damage when hit (Melee): 0(-25) darkness Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +0% (-100%) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 10 power out of 35/35) : Effective talent level: 4.2 Power cost: 10 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 39 for 7 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 104 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
[vs. Cut Drem Arm (Tool)]The Jolt Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 0(-25) darkness Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Disarm immunity: +0% (-100%) Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
[vs. Cut Drem Arm (Tool)]voratun torque of mindblast 'Glona' [power 475] (8 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 0(-25) darkness Changes stats: +10 Wil Physical save: +12 (+2 eff.) Mental save: +18 (+5 eff.) Blindness immunity: +24% Disease immunity: +24% Disarm immunity: +0% (-100%) Pinning immunity: +24% Only die when reaching: -99.92 life Mental crit. chance: +6% It can be used to blast the opponent's mind dealing 475 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 8 turns. When used: * Increase all damage by 30% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Cut Drem Arm (Tool)]Persistent Will Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 0(-25) darkness Changes stats: +8 Wil Changes damage: +12% mind Disarm immunity: +0% (-100%) Mindpower: +10 (+1 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 13 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
[vs. Cut Drem Arm (Tool)]Hazejam the yew totem of summon tentacle [power 265] (13 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Physical power: +34 (+6 eff.) Effects on melee hit: * 23% chance to slow global speed by 89% Damage when hit (Melee): 0(-25) darkness Changes stats: +3 Con Changes resistances: +17% temporal / +7% physical Changes resistances penetration: +15% cold Disarm immunity: +0% (-100%) It can be used to summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 713 Base Damage: 320 Armor: 30 All Resist: 30 Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. Cut Drem Arm (Tool)]Honeywood Chalice Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 0(-25) darkness Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Disarm immunity: +0% (-100%) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
[vs. Cut Drem Arm (Tool)]Tree of Life Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Damage when hit (Melee): 0(-25) darkness Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Disarm immunity: +0% (-100%) Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "Of Knowledge And Horrors"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Wyr the Krog Wyrmic level 38
1st Allure 123rd year of Ascendancy at 22:25 see stats
A different point of view (Madness (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Wyr the Krog Wyrmic level 28
27th Haze 122nd year of Ascendancy at 23:13 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By Wyr the Krog Wyrmic level 37
9th Decay 122nd year of Ascendancy at 00:40 see stats
Antimagic! (Madness (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Wyr the Krog Wyrmic level 10
7th Mirth 122nd year of Ascendancy at 03:54 see stats
Are you out of your mind?! (Madness (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Wyr the Krog Wyrmic level 43
24th Regrowth 123rd year of Ascendancy at 03:13 see stats
Brave new world (Madness (Roguelike) difficulty)
Went to the Far East and took part in the war.By Wyr the Krog Wyrmic level 41
18th Regrowth 123rd year of Ascendancy at 19:48 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By Wyr the Krog Wyrmic level 50
69th Regrowth 123rd year of Ascendancy at 08:50 see stats
Can you bear it? So much bearness! (Madness (Roguelike) difficulty)
Killed Borius in the Bearscape.By Wyr the Krog Wyrmic level 22
28th Dusk 122nd year of Ascendancy at 19:36 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By Wyr the Krog Wyrmic level 40
14th Regrowth 123rd year of Ascendancy at 10:54 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By Wyr the Krog Wyrmic level 6
78th Pyre 122nd year of Ascendancy at 12:48 see stats
Earth Master (Madness (Roguelike) difficulty)
Killed Harkor'Zun.By Wyr the Krog Wyrmic level 31
60th Haze 122nd year of Ascendancy at 21:49 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Wyr the Krog Wyrmic level 24
25th Haze 122nd year of Ascendancy at 02:28 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Wyr the Krog Wyrmic level 32
71st Haze 122nd year of Ascendancy at 07:43 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By Wyr the Krog Wyrmic level 50
49th Regrowth 123rd year of Ascendancy at 03:28 see stats
Fear of Fours (Madness (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Wyr the Krog Wyrmic level 50
68th Regrowth 123rd year of Ascendancy at 06:04 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Wyr the Krog Wyrmic level 28
27th Haze 122nd year of Ascendancy at 22:50 see stats
Huge Appetite (Madness (Roguelike) difficulty)
Ate 20 bosses.By Wyr the Krog Wyrmic level 34
5th Decay 122nd year of Ascendancy at 04:25 see stats
I cleared the room of death and all I got was this lousy achievement! (Madness (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Wyr the Krog Wyrmic level 45
24th Regrowth 123rd year of Ascendancy at 06:24 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Wyr the Krog Wyrmic level 10
2nd Mirth 122nd year of Ascendancy at 18:00 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Wyr the Krog Wyrmic level 20
26th Dusk 122nd year of Ascendancy at 17:02 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By Wyr the Krog Wyrmic level 30
33rd Haze 122nd year of Ascendancy at 05:03 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By Wyr the Krog Wyrmic level 40
13rd Regrowth 123rd year of Ascendancy at 15:38 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By Wyr the Krog Wyrmic level 50
41st Regrowth 123rd year of Ascendancy at 02:35 see stats
Merry wintertide! (Madness (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Wyr the Krog Wyrmic level 23
19th Haze 122nd year of Ascendancy at 01:51 see stats
Myths of an age past (Madness (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Wyr the Krog Wyrmic level 28
27th Haze 122nd year of Ascendancy at 23:13 see stats
Orcrist (Madness (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Wyr the Krog Wyrmic level 50
67th Regrowth 123rd year of Ascendancy at 11:05 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By Wyr the Krog Wyrmic level 43
24th Regrowth 123rd year of Ascendancy at 03:15 see stats
Race through fire (Madness (Roguelike) difficulty)
Raced through the fires of the Charred Scar to stop the Sorcerers.By Wyr the Krog Wyrmic level 49
41st Regrowth 123rd year of Ascendancy at 02:17 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Wyr the Krog Wyrmic level 19
25th Dusk 122nd year of Ascendancy at 06:07 see stats
Santassacre! (Madness (Roguelike) difficulty)
Killed the little helper elves after saving them!By Wyr the Krog Wyrmic level 24
19th Haze 122nd year of Ascendancy at 02:29 see stats
Savior of the damsels in distress (Madness (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Wyr the Krog Wyrmic level 30
34th Haze 122nd year of Ascendancy at 06:14 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By Wyr the Krog Wyrmic level 23
18th Haze 122nd year of Ascendancy at 16:09 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By Wyr the Krog Wyrmic level 10
7th Mirth 122nd year of Ascendancy at 03:41 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Wyr the Krog Wyrmic level 41
14th Regrowth 123rd year of Ascendancy at 14:03 see stats
Tales of the Spellblaze (Madness (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Wyr the Krog Wyrmic level 28
27th Haze 122nd year of Ascendancy at 23:13 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Wyr the Krog Wyrmic level 10
2nd Mirth 122nd year of Ascendancy at 18:01 see stats
The Legend of Garkul (Madness (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Wyr the Krog Wyrmic level 28
27th Haze 122nd year of Ascendancy at 23:13 see stats
The Restless Dead (Madness (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Wyr the Krog Wyrmic level 31
61st Haze 122nd year of Ascendancy at 01:33 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By Wyr the Krog Wyrmic level 23
18th Haze 122nd year of Ascendancy at 16:09 see stats
The sky is falling! (Madness (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Wyr the Krog Wyrmic level 48
40th Regrowth 123rd year of Ascendancy at 13:16 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Wyr the Krog Wyrmic level 3
75th Pyre 122nd year of Ascendancy at 02:55 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Wyr the Krog Wyrmic level 2
74th Pyre 122nd year of Ascendancy at 16:47 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Wyr the Krog Wyrmic level 35
6th Decay 122nd year of Ascendancy at 17:15 see stats
Log
Stone Vine from Wyr hits Orc soldier for 124 nature, 92 arcane (217 total damage).
Wyr uses Dual Strike.
Wyr revels in the pain.
Wyr performs a melee critical strike against Orc soldier!
Wyr performs a melee critical strike against Orc soldier!
Orc soldier is stunned!
Wyr performs a melee critical strike against Orc soldier!
Orc soldier seems more focused.
Orc soldier roars with rage shaking off 2 mental debuffs!
Wyr hits Orc soldier for 150 acid, 208 physical, 179 fire, 179 cold, 196 lightning, 411 physical, 0 arcane, 81 physical, 81 physical, 2409 physical, 81 physical (3981 total damage).
Wyr uses Flurry.
Wyr performs a melee critical strike against Orc soldier!
Orc soldier is stunned with fear!
Wyr performs a melee critical strike against Orc soldier!
Orc soldier moves reluctantly!
Wyr performs a melee critical strike against Orc soldier!
Wyr performs a melee critical strike against Orc soldier!
Orc soldier is lost in despair!
Wyr performs a melee critical strike against Orc soldier!
You collect a new ingredient: orc heart (1).
Wyr performs a melee critical strike against Orc soldier!
Wyr performs a melee critical strike against Orc soldier!
Wyr performs a melee critical strike against Orc soldier!
Wyr hits Orc soldier for 1586 physical, 83 physical, 142 acid, 197 physical, 170 fire, 170 cold, 214 lightning, 83 physical, 1536 physical, 524 physical, 0 arcane, 83 physical, 83 physical, 135 acid, 188 physical (5201 total damage).
Wyr killed Orc soldier!
Talent Wrath of the Wilds is ready to use.
Talent Dual Strike is ready to use.

























































































































































































































































































