










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Infinite |
Mode | Insane Roguelike |
Sex | Female |
Race | Ogre |
Class | Adventurer |
Level / Exp | 62 / 11% |
Size | huge |
Lifes / Deaths | Killed by Mirror Challenge of Windblade at level 62 on the 9th Haze 122nd year of Ascendancy at 19:50 / 1 |
Primary Stats
Strength | 188 (base 64) |
Dexterity | 95 (base 63) |
Constitution | 57 (base 35) |
Magic | 20 (base 18) |
Willpower | 39 (base 17) |
Cunning | 112 (base 60) |
Resources
Steam | 100/100 |
Mana | 587/611 |
Equilibrium | 10 |
Vim | 344/344 |
Life | -74/2084 |
Psi | 139/139 |
Stamina | 321/355 |
Paradox | 300 |
Healing Factor | 1.0309808504899 |
Regeneration | 29.846895621683 |
Speed
Mental | -30% |
Attack | -30% |
Movement | +10% |
Spell | -30% |
Global | +100% |
Vision
Sight | 13 |
Lite | 14 |
Infravision | 9 |
See Stealth | 35 |
See Invisible | 31 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 240 |
Accuracy | 69 |
Crit Chance | 113% |
APR | 60 |
Speed | 1.43 |
Offense: Offhand
Damage | 139 |
Accuracy | 69 |
Crit Chance | 106% |
APR | 47 |
Speed | 1.43 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 46% |
Speed | 1.4285714285714 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 57% |
Speed | 1.4285714285714 |
Offense: Damage Bonus
Light | +38% |
Nature | +24% |
Blight | +33% |
Physical | +83% |
Fire | +30% |
All | +18% |
Offense: Damage Penetration
Physical | +25% |
Arcane | +5% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 117.55121162846 (94.117647058824%) |
Defense | 41 |
Ranged Defense | 46 |
Fatigue | 0 |
Physical Save | 69 |
Spell Save | 39 |
Mental Save | 60 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 3%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 56%( 70%) |
All | + 14%( 70%) |
Mind | + 31%( 70%) |
Lightning | + 40%( 70%) |
Light | + 30%( 70%) |
Temporal | + 27%( 70%) |
Physical | -5%( 70%) |
Darkness | + 45%( 70%) |
Fire | + 51%( 70%) |
Nature | 0%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 57% |
Poison Resistance | 70% |
Blind Resistance | 97% |
Disarm Resistance | 100% |
Bleed Resistance | 70% |
Teleport Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 39 for 10 turns. While Heroism is active, you will only die when reaching -1233 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 344% efficiency and cooldown mod of 50%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 493% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 178% efficiency and cooldown mod of 72%. |
Class Talents
Psionic / Absorption | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Dual techniques | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Demonic pact | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Matter | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Corruption / Reaving combat | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Kinetic Shield |
talent | Yarrrr!! |
talent | Mitosis |
talent | Charged Shield |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 15% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+8). Continuum Destabilization |
beneficial effect | The time distortion has created a restoration field, healing the target for 27 each turn. Temporal Restoration Field |
beneficial effect | Do not try to resist it! Ogric Wrath |
detrimental effect | The target is poisoned, taking 6.71 nature damage per turn and decreasing all heals received by 47%. Insidious Poison |
detrimental effect | On death will restore to the source up to 3 times the vim's worth. Bleak Outcome |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
detrimental effect | The gloom has confused the target, making it act randomly (10% chance) and unable to perform complex actions. Confused by the gloom |
detrimental effect | Huge cut that bleeds, doing 187.23 physical damage per turn. Bleeding |
beneficial effect | Infinite Dungeon Challenge: Mirror Match (Level 67) Challenge |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
beneficial effect | Inscriptions cooldown twice as fast. Writ Large |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
beneficial effect | The thrill of combat improves the target's maximum life by 10%, life regeneration by 25.00, and stamina regeneration by 5.00. Bloodbath |
Quests
Wake up and kill the dreaming horror boss 'Xanolesena the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 23)You completed the challenge and received: Random Artifact: Nimbusumbra (2 def, 0 armour) | done |
Wake up and kill the dreaming horror boss 'Yvoriassra the dreaming horror'. Infinite Dungeon Challenge: Dream Hunter (Level 25)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 21)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 28)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 3)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 37)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 44)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 45)You completed the challenge and received: Random Artifact: Phlegmmaim (105% power, 33 apr, nature damage) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 5)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 51)You completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 54)You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 55)You completed the challenge and received: Random Artifact: Nerimina (136% power, 6 apr, light element) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 57) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 63)You completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 66)You completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 15)You completed the challenge and received: Random Artifact: Willowvagrant (118% power, 2 apr) | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge: Mirror Match (Level 67) | active |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 26)Turns left: 0 You completed the challenge and received: +1 Category Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge: Multiplicity (Level 56)Turns left: 0 You completed the challenge and received: +3 Stat Points | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 11)You completed the challenge and received: Random Artifact: Brandserpent (1 def, 0 armour) | done |
Finish the level with -7 sight range. Infinite Dungeon Challenge: Near Sighted (Level 14)You completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 34) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 39) | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 52)You completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 59)You completed the challenge and received: +3 Stat Points and +1 Category Point | done |
Leave the level in less than 132 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (132) (Level 32)Turns left: 43 You completed the challenge and received: Random Artifact: Kilnriver (7 def, 13 armour) | done |
Leave the level in less than 132 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (132) (Level 60)Turns left: 89 You completed the challenge and received: +1 Category Point | done |
Leave the level in less than 147 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (147) (Level 33)Turns left: 64 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 183 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (183) (Level 64)Turns left: 136 You completed the challenge and received: +1 Class Point | done |
Leave the level in less than 219 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (219) (Level 27)Turns left: 51 You completed the challenge and received: Random Artifact: Airseam (0 def, 3 armour) | done |
Leave the level in less than 312 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (312) (Level 46)Turns left: 271 You completed the challenge and received: +3 Stat Points | done |
Leave the level in less than 75 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (75) (Level 16)Turns left: 20 You completed the challenge and received: +1 Generic Point | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | ![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 161% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +20 darkness When wielded/worn: Damage when hit (Melee): 4 blight Changes resistances: +3% blight Changes resistances penetration: +25% physical Changes damage: +3% blight / +50% physical Talent granted: +1 Command Staff Spellpower: +23 (+10 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Talent granted: +5 Iron Grip Critical mult.: +30.00% Disarm immunity: +150% Steam crit. chance: +10% Gauntlets. But with steam power! |
Light source | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Changes stats: +7 Wil Changes resistances: +9% cold / +3% darkness / +6% temporal Changes damage: +20% light Critical mult.: +16.00% Mental save: +7 (+1 eff.) Confusion immunity: +15% Stun/Freeze immunity: +5% Mindpower: +10 (+3 eff.) Mental crit. chance: +9% Light radius: +13 See stealth: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +12 Str / +6 Wil / +4 Con Changes resistances: +20% mind / +10% physical Changes damage: +12% fire Physical save: +9 (+3 eff.) Mental save: +20 (+5 eff.) Silence immunity: +0% Confusion immunity: +33% Stamina each turn: +0.60 Infravision radius: +9 Sight radius: +3 See stealth: +25 See invisible: +25 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | ![]() Requires: - Talent 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 (+3 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Stealth bonus: +0 Physical save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +125% Teleport immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +5 Changes stats: +6 Str / +3 Wil / +4 Cun / +4 Con Hate when firing a critical mind attack: +3.00 Maximum psi: +30.00 Mental crit. chance: +7% See invisible: +6 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +12 Fatigue: -10% Effects on melee hit: * 26% chance to blind Damage (Melee): 34 light Effects on ranged hit: * 21% chance to blind Damage (Ranged): 31 light Damage when hit (Melee): 4 nature Changes stats: +6 Str / +7 Dex / +7 Cun Changes resistances: +3% nature Changes damage: +6% nature Reduces incoming crit damage: 15.00% Rings can have magical properties. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+2 eff.) Effects on melee hit: * 16% chance to cause random gloom Damage (Melee): 19 bleed Effects on ranged hit: * 16% chance to cause random gloom Damage (Ranged): 16 bleed Changes stats: +17 Cun / +8 Dex Hate when firing a critical mind attack: +3.00 Maximum hate: +11.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 42%. Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +2 Wil / +5 Cun / +4 Con Changes resistances: +3% acid / +1% physical / +12% light / +16% darkness / +9% temporal Physical save: +6 (+2 eff.) Mental save: +7 (+1 eff.) Blindness immunity: +27% Confusion immunity: +10% Life regen: +0.50 Stamina each turn: +0.50 Mindpower: +6 (+2 eff.) Movement speed: +10% Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 136% Range: 1.6x Uses stat: 120% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +39 Crit. chance: +30.0% Attack speed: 100% Multiple attacks: +3 Multiple attacks procs power reduction: -66% When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Cun Talent mastery: +0.20 Technique / Two-handed assault A brutal weapon of countless blades. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Damage when hit (Melee): 12 blight Changes stats: +6 Str / +7 Dex / +6 Wil / +10 Cun Changes resistances: +13% cold / +13% fire Changes resistances penetration: +10% mind Changes damage: +12% blight Critical mult.: +15.00% Physical save: +20 (+5 eff.) Spell save: +18 (+6 eff.) Mental save: +20 (+5 eff.) Mindpower: +10 (+3 eff.) A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 168% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +26 Crit. chance: +23.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +47 insidious poison When wielded/worn: Physical crit. chance: +10.0% Physical power: +2 (+1 eff.) Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +6% light / +2% physical Critical mult.: +6.00% Blunt and deadly. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +9 Armour: +10 Defense: +3 (+1 eff.) Damage when hit (Melee): 4 arcane Changes resistances: +30% lightning / +30% fire / +5% arcane / +24% cold Changes resistances penetration: +5% arcane Critical mult.: +24.00% Stealth bonus: +14 Physical save: +13 (+4 eff.) Mental save: +14 (+3 eff.) Stun/Freeze immunity: +50% Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +18 (+6 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +19% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 50 physical Changes stats: +8 Str Changes resistances: +3% blight / +14% physical / +17% darkness / +3% cold Physical save: +11 (+3 eff.) Life regen: +3.20 Maximum life: +100.00 Light radius: +1 Healing mod.: +20% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 308% efficiency and cooldown mod of 61%. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 111% efficiency and cooldown mod of 74%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 161% efficiency and cooldown mod of 56%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 17% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 40 for 12 turns. While Heroism is active, you will only die when reaching -1564 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1150 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() wild infusion (resist 27%; cure physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 27% for 7 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Crafted by a master 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the elixir. This potent elixir extracted from a powerful wyrm can grant the power to repel arcane forces. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 230 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() teleportation rune (range 48) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (142% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 48 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() vision rune (radius 13; dur 21; see demon) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (142% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 24) for 21 turns. Your mind will become more receptive for 21 turns, allowing you to sense any demon around. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() schematic: Lightning Coil Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+2 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 60 power out of 60/60. The evilness of undeath radiates from this amulet. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() Elenor the steel amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +5 Physical power: +8 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Mag Changes resistances: +9% physical Changes resistances penetration: +25% mind Changes damage: +6% physical / +6% temporal / +6% light / +6% darkness Physical save: +12 (+3 eff.) Maximum life: +40.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
![]() Poreriadata Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Changes damage: +9% physical Physical save: +15 (+4 eff.) Cut immunity: +0% Confusion immunity: +15% Teleport immunity: +49% See invisible: +12 Combat speed: +10% Amulets can have magical properties. |
![]() voratun amulet 'Coalreaper' Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Damage when hit (Melee): 16 darkness Changes stats: +8 Str / +7 Dex / +4 Wil / +10 Cun / +10 Con Changes resistances: +4% physical Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 5.00% Mental save: +15 (+3 eff.) Disarm immunity: +10% Confusion immunity: +21% Life regen: +1.50 Stamina each turn: +1.20 Hate when firing a critical mind attack: +1.00 Mindpower: +19 (+6 eff.) Movement speed: +10% Amulets can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +3 Armour: +10 Effects on melee hit: * 17% chance to cause random gloom Damage (Melee): 6 bleed Effects on ranged hit: * 14% chance to cause random gloom Damage (Ranged): 15 bleed Changes stats: +5 Cun / +4 Dex Changes damage: +6% physical Critical mult.: +6.00% Life regen: +0.80 Hate when firing a critical mind attack: +3.00 Only die when reaching: -40.00 life Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +11 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 temporal Changes stats: +8 Cun / +5 Dex Changes resistances: +11% nature / +10% blight Changes resistances penetration: +10% fire Changes damage: +12% fire Poison immunity: +18% Disease immunity: +15% Disarm immunity: +38% Pinning immunity: +46% Knockback immunity: +38% Maximum life: +42.00 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +7 Str / +6 Con Changes damage: +12% physical Spell save: +9 (+3 eff.) Silence immunity: +50% Pinning immunity: +15% Maximum life: +40.00 Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +4 Mag Changes resistances: +4% physical / +15% mind / +5% arcane Spell save: +38 (+13 eff.) Blindness immunity: +30% Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +11 (+4 eff.) Changes stats: +6 Cun / +6 Wil Mindpower: +13 (+4 eff.) Movement speed: +19% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 30% for 5 turns. Rings can have magical properties. |
![]() voratun ring 'Yvawen' Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Changes resistances: +9% fire / +30% darkness / +15% light Changes damage: +15% darkness Spell save: +9 (+3 eff.) Blindness immunity: +20% Poison immunity: +25% Pinning immunity: +15% Stun/Freeze immunity: +20% Knockback immunity: +25% Teleport immunity: +30% Rings can have magical properties. |
![]() Unlightfiend (157% power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 157% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +12 temporal When wielded/worn: Accuracy: +16 (+3 eff.) Defense: +14 (+5 eff.) Damage when hit (Melee): 23 blight Changes damage: +6% darkness / +6% blight Spell save: +21 (+7 eff.) Disarm immunity: +50% Vim when firing critical spell: +3.00 Spell crit. chance: +3% Damage Shield penetration: +40% Massive two-handed battleaxes. |
![]() quick stralite battleaxe of massacre (164% power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 164% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 111% When wielded/worn: Accuracy: +19 (+4 eff.) Changes stats: +6 Dex Massive two-handed battleaxes. |
![]() voratun battleaxe 'Zubylaith' (168% power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +28 temporal When wielded/worn: Armour penetration: +21 Physical crit. chance: +17.0% Damage when hit (Melee): 28 temporal Changes resistances: +9% acid / +24% temporal / +9% light / +9% fire Critical mult.: +28.00% Poison immunity: +15% Disarm immunity: +20% Massive two-handed battleaxes. |
![]() Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 143% Range: 1.3x Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() arcing voratun dagger of daylight (145% power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 145% Range: 1.3x Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +13 lightning / +15 light Damage against: +14% Undead Sharp, short and deadly. |
![]() Elenavor the dwarven-steel greatmaul (148% power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 148% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +8.5% Attack speed: 100% On weapon hit: * 17% chance to inflict 15% damage reduction * 20% chance to curse the target Damage (Melee): +20 arcane When wielded/worn: Changes stats: +4 Mag / +4 Wil / +3 Con Maximum life: +20.00 Light radius: +2 Healing mod.: +10% Massive two-handed mauls. |
![]() Glodana (178% power, 4 apr) Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 178% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +28 lightning / +24 acid Burst (radius 1) on hit: +12 arcane When wielded/worn: Effects on melee hit: * 35% chance to corrode armour by 30% Changes stats: +11 Con Changes resistances: +5% arcane Changes damage: +24% acid Massive two-handed mauls. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 193% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
![]() stralite greatmaul 'Vilemaim' (170% power, 3 apr) Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 170% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +21 cold / +16 nature Burst (radius 1) on hit: +8 temporal When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +17% temporal Changes damage: +18% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed mauls. |
![]() stralite greatmaul of evisceration (169% power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 169% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing When wielded/worn: Physical crit. chance: +17.0% Physical power: +17 (+3 eff.) Massive two-handed mauls. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 190% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +14.0% Armour: +4 Changes resistances penetration: +19% mind / +20% darkness Blindness immunity: +15% Confusion immunity: +20% Knockback immunity: +10% Massive two-handed swords. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() Daimekalthonik the iron greatsword (117% 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. Power: 117% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). On weapon hit: * 10% chance to disease Damage (Melee): +12 blight / +20 temporal Burst (radius 1) on hit: +16 arcane / +8 temporal When wielded/worn: Damage when hit (Melee): 12 temporal Changes resistances: +6% temporal Changes resistances penetration: +15% arcane / +15% temporal Changes damage: +15% arcane Disease immunity: +13% Massive two-handed swords. |
![]() hateful stralite greatsword of evisceration (161% power, 3 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 23 bleeding, 72% reduced healing Damage (Melee): +24 darkness Damage against: +17% Living When wielded/worn: Physical crit. chance: +19.0% Physical power: +19 (+4 eff.) Massive two-handed swords. |
![]() truestriking iron greatsword of massacre (129% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 129% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Changes resistances penetration: +10% physical Massive two-handed swords. |
![]() truestriking steel greatsword of rage (121% power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 121% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +25 (+5 eff.) Armour penetration: +13 Changes stats: +5 Str Changes resistances penetration: +12% physical Changes damage: +12% physical Stamina when hit: +2.00 Massive two-handed swords. |
![]() truestriking voratun greatsword (171% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 171% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +21 Changes resistances penetration: +19% physical Massive two-handed swords. |
![]() truestriking voratun greatsword (173% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 173% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +19 Changes resistances penetration: +13% physical Massive two-handed swords. |
![]() warbringer's dwarven-steel greatsword of crippling (144% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 144% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +14.0% Physical power: +16 (+3 eff.) Changes stats: +6 Con Changes resistances penetration: +16% physical Disarm immunity: +30% Massive two-handed swords. |
![]() warbringer's voratun greatsword of ruin (172% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 172% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +14 Physical crit. chance: +12.0% Physical power: +17 (+3 eff.) Changes stats: +5 Con Changes resistances penetration: +19% physical Critical mult.: +17.00% Disarm immunity: +32% Massive two-handed swords. |
![]() Taintqueller the dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * Slows global speed by 46% When wielded/worn: Changes stats: +2 Dex / +2 Mag / +1 Cun / +6 Con Changes damage: +18% nature Grants telepathy: Humanoid/Orc Talent mastery: +0.30 Wild-gift / Fungus Light radius: +3 It can be used to regenerate 252 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Armour Penetration: +12 Attack speed: 143% Firing range: +10 When wielded/worn: Damage (Ranged): 30 light Changes stats: +10 Dex / +10 Wil Changes damage: +30% physical Light radius: +1 In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
![]() runic dragonbone longbow of recursion Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 3). When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes stats: +9 Mag Changes damage: +18% arcane Spellpower: +23 (+10 eff.) Longbows are used to shoot arrows at your foes. |
![]() steady dragonbone longbow of true flight Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +41 (+9 eff.) Physical crit. chance: +17.0% Longbows are used to shoot arrows at your foes. |
![]() throat-seeking ash longbow of dexterity (+8) Requires: - Dexterity 16 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 On weapon crit: * silences the target Damage (Ranged): +18 nature When wielded/worn: Changes stats: +8 Dex Changes resistances penetration: +11% nature / +21% physical Longbows are used to shoot arrows at your foes. |
![]() Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 158% Range: 1.4x Uses stats: 10% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-10 eff.) Mindpower: +9 (+3 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 134% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Burst (radius 1) on hit: +9 fire When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +8 (+3 eff.) Changes damage: +12% blight Disarm immunity: +26% Sharp, long, and deadly. |
![]() Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 159% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +0% all Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() voratun longsword of shearing (153% power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour penetration: +13 Changes resistances penetration: +15% physical Changes damage: +12% physical Sharp, long, and deadly. |
![]() Elamina (135% power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 135% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +14 nature / +12 temporal When wielded/worn: Armour penetration: +3 Physical power: +14 (+3 eff.) Damage when hit (Melee): 12 physical Changes stats: +3 Con Changes resistances penetration: +15% temporal Changes damage: +9% acid Physical save: +21 (+6 eff.) Life regen: +1.40 Blunt and deadly. |
![]() Gorin the Nightkiss (157% power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Effects on melee hit: * 35% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes stats: +10 Wil Changes resistances penetration: +25% darkness Equilibrium when hit: +0.28 Maximum hate: +11.00 Maximum psi: +30.00 Blunt and deadly. |
![]() Ravenlash (156% power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 156% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +20 darkness / +18 nature Damage against: +20% Living When wielded/worn: Accuracy: +15 (+3 eff.) Physical power: +4 (+1 eff.) Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes stats: +7 Str / +2 Con Changes resistances: +15% lightning Changes damage: +15% darkness / +13% physical Stamina when hit: +1.80 Healing mod.: +20% Blunt and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Power: 158% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +15 darkness Damage against: +12% Living When wielded/worn: Physical power: +12 (+2 eff.) Damage when hit (Melee): 4 temporal Changes stats: +5 Con Changes resistances: +6% nature / +3% fire Changes resistances penetration: +12% acid / +14% physical / +17% cold / +8% fire / +14% lightning Silence immunity: +20% Disarm immunity: +28% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly. |
![]() Requires: - Strength 45 - Dexterity 30 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? Power: 164% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 135% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +16 cold When wielded/worn: Accuracy: +2 (+0 eff.) Physical crit. chance: +16.0% Physical power: +8 (+2 eff.) Armour: +4 Maximum stamina: +15.00 Blunt and deadly. |
![]() elemental voratun mace of ruin (158% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 158% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +12 Physical crit. chance: +12.0% Changes resistances penetration: +15% acid / +15% fire / +15% cold / +15% lightning Critical mult.: +16.00% Blunt and deadly. |
![]() glacial voratun mace (156% power, 6 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 156% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +23 ice When wielded/worn: Armour: +10 Changes resistances penetration: +12% cold Blunt and deadly. |
![]() absorbing living mindstar of balance (115% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar absorbs psionic energy that needs to be projected. Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +20% lightning / +18% fire / +19% cold Talent masteries: +0.20 Psionic / Voracity +0.10 Psionic / Absorption Physical save: +6 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+1 eff.) Equilibrium when hit: +1.30 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() caller's pulsing mindstar of balance (108% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural mindstar calls for a summoner. Power: 108% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +5% acid / +9% fire / +7% physical / +7% cold Changes damage: +12% acid / +9% fire / +13% physical / +9% cold Physical save: +8 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +9 (+2 eff.) Equilibrium when hit: +1.70 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() dreamer's pulsing mindstar of the jelly (107% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar dreams of an epiphany. Power: 107% Range: 1.1x Uses stats: 45% Wil, 25% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +21% mind Changes damage: +7% acid Mental save: +9 (+2 eff.) Equilibrium when hit: +1.70 Maximum psi: +34.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() epiphanous living mindstar of venom (112% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This natural venom should be returned to the wyrm. Power: 112% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 19 acid Changes resistances: +18% acid Changes resistances penetration: +17% acid Changes damage: +16% mind / +16% acid Life regen: +1.50 Mindpower: +15 (+5 eff.) Mental crit. chance: +11% 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. |
![]() horrifying living mindstar of flames (113% power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. Power: 113% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 17 fire / 7 mind / 8 darkness Changes resistances: +20% fire Changes resistances penetration: +13% fire Changes damage: +20% fire / +6% mind / +8% darkness Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Global speed: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() mossy mindstar 'Scabwedge' (77% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Burst (radius 2) on crit: +12 fire When wielded/worn: Damage when hit (Melee): 8 fire Changes resistances: +4% blight / +23% nature Changes damage: +12% temporal / +12% nature / +9% fire Disease immunity: +12% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() resonating living mindstar of balance (115% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar will resonate with other psionic mindstars. Power: 115% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +7% mind Changes resistances penetration: +8% mind Changes damage: +6% mind Physical save: +5 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +8 (+2 eff.) Equilibrium when hit: +1.90 Psi when hit: +1.90 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +15% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Magic 24 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Power: 120% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% When wielded/worn: Defense: +13 (+4 eff.) Effects on melee hit: * 14% chance to blind Damage when hit (Melee): 8 arcane Changes stats: +5 Con Changes damage: +20% physical Talent granted: +1 Command Staff Life regen: +0.90 Spellpower: +15 (+6 eff.) Spell crit. chance: +5% Light radius: +5 Healing mod.: +15% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 63.30 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.2% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Melee): +4 temporal When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +17.0% Physical power: +10 (+2 eff.) Changes stats: +5 Con Changes resistances: +6% darkness Changes resistances penetration: +10% darkness Changes damage: +25% physical / +6% temporal Talent granted: +1 Command Staff Critical mult.: +24.00% Life regen: +0.70 Spellpower: +28 (+12 eff.) Spell crit. chance: +7% Healing mod.: +22% Staves designed for wielders of magic, by the greats of the art. |
![]() Nightworm the dragonbone vilestaff (136% 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. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 35% chance to inflict 15% damage reduction * 30% chance to corrode armour by 30% Changes stats: +2 Wil Changes resistances: +12% darkness Changes resistances penetration: +10% darkness Changes damage: +9% acid / +36% darkness / +6% blight Talent granted: +1 Command Staff Spell save: +12 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Maximum vim: +30.00 Spellpower: +15 (+6 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 35 Powered by arcane forces 2.50 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It is part of a set of items. Power: 143% Range: 1.2x Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil Changes damage: +35% arcane Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+12 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
![]() ash magestaff 'Poxprophet' (111% power, 3 apr, cold element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 46% Burst (radius 1) on hit: +20 mind / +12 physical When wielded/worn: Physical power: +6 (+1 eff.) Armour: +6 Defense: +7 (+2 eff.) Effects on melee hit: * 9% chance to blind Changes damage: +6% nature / +15% cold Talent granted: +1 Command Staff Equilibrium when hit: +0.12 Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +4 Heals friendly targets nearby when you use a nature summon: +58 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 63.30 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() blighted dragonbone starstaff of illumination (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +13 (+4 eff.) Effects on melee hit: * 19% chance to blind * 17% chance to disease Changes damage: +30% darkness Talent granted: +1 Command Staff Vim when firing critical spell: +5.00 Maximum vim: +32.00 Spellpower: +15 (+6 eff.) Spell crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 63.30 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() greater elven-wood starstaff of wizardry (129% power, 5 apr, physical element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Wil / +5 Mag Changes damage: +25% darkness / +25% temporal / +25% light / +25% physical Talent granted: +1 Command Staff Maximum mana: +45.00 Spellpower: +28 (+12 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() infernal elm magestaff of wizardry (100% power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 19 fire Changes stats: +2 Wil / +2 Mag Changes damage: +10% arcane Talent granted: +1 Command Staff Critical mult.: +19.00% Maximum mana: +14.00 Spellpower: +11 (+4 eff.) Spell crit. chance: +1% See invisible: +8 Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Dexterity 30 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 It must be held with both hands. It can be used as a weapon and offhand. Accuracy bonus: +0.1% dam / acc Armour Penetration: +25 Attack speed: 67% Dam. multiplier: 250% Firing range: +10 Travel speed: +600% Shots beam through all targets. Attacks use: 6.0 Steam Activating this item is instant. It can be used to Focus your aim on a target, marking them for death - reducing their ranged defense by 15 and their resistances by 10%, costing 20 power out of 20/20. This gun has an absurdly long barrel. You wonder for whom it may have been designed. |
![]() psychic's voratun steamgun of power Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +17 mind Attacks use: 2.0 Steam When wielded/worn: Changes stats: +7 Cun / +5 Wil Changes resistances penetration: +22% physical Changes damage: +19% mind / +17% physical Mindpower: +10 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Blazewaker (119% power, 8 apr) Requires: - Strength 16 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Power: 119% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% Block value: +20 Attacks use: 1.0 Steam When wielded/worn: Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Effects on melee hit: * 23% chance to disease * 35% chance to daze at end of turn Changes stats: +11 Mag Changes resistances penetration: +15% lightning Talent granted: +1 Block Reduces incoming crit damage: 15.00% Infravision radius: +3 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! |
![]() Charwell the iron steamsaw (102% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 102% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +11 Burst (radius 2) on crit: +8 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Fatigue: +4% Effects on melee hit: * 23 arcane resource burn Changes resistances: +21% acid / +6% lightning / +12% cold / +5% arcane / +19% fire Changes damage: +12% fire Talent granted: +1 Block 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! |
![]() stralite steamsaw of rage (140% power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 140% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +75 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +13 (+3 eff.) Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +4 Str Changes damage: +12% physical Talent granted: +2 Block Stamina when hit: +1.90 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! |
![]() truestriking iron steamsaw of corruption (98% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 98% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +12 On weapon hit: * 8% chance to inflict 15% damage reduction * 20% chance to curse the target Attacks use: 1.0 Steam When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Armour: +2 Defense: +2 (+1 eff.) Fatigue: +4% Changes resistances penetration: +7% physical Talent granted: +1 Block 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! |
![]() voratun steamsaw 'Ragigrim' (151% power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 151% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +8.0% Attack speed: 100% Block value: +100 Damage (Melee): +15 nature / +14 temporal Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +6 Armour: +6 Defense: +19 (+6 eff.) Ranged Defense: +9 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 20 blight Changes stats: +4 Mag / +5 Con Talent granted: +3 Block Physical save: +30 (+8 eff.) Spellpower on spell critical (stacks up to 3 times): +6 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 137% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +14 ice When wielded/worn: Physical power: +7 (+1 eff.) Armour: +8 Changes stats: +1 Con Changes resistances: +9% lightning / +9% fire / +5% arcane / +6% cold Changes resistances penetration: +10% cold / +8% physical Disarm immunity: +17% One-handed war axes. |
![]() Malediction (167% power, 15 apr) Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Power: 167% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+8 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
![]() Sootgash (104% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +12 temporal When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Effects on melee hit: * 46% chance to gain 10% of a turn (3/turn limit) * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 20 darkness Changes resistances: +17% mind / +12% temporal Changes damage: +15% temporal Critical mult.: +12.00% One-handed war axes. |
![]() elemental steel waraxe of amnesia (108% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 108% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown When wielded/worn: Changes resistances penetration: +11% acid / +8% fire / +11% cold / +11% lightning One-handed war axes. |
![]() quick steel waraxe of massacre (127% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 127% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 111% When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Dex One-handed war axes. |
![]() voratun waraxe 'Beerarion' (150% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 150% Range: 1.4x Uses stat: 100% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +30 cold When wielded/worn: Accuracy: +15 (+3 eff.) Changes stats: +7 Dex / +2 Wil / +3 Cun / +2 Con Changes resistances: +12% temporal Changes damage: +9% temporal Light radius: +1 One-handed war axes. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +8 Str / +2 Dex / +2 Mag / +4 Cun Changes resistances: +7% lightning / +7% temporal Infravision radius: +2 A belt that goes around your waist. |
![]() 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. |
![]() drakeskin leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Dex / +5 Cun / +8 Lck Trap disarming bonus: +25 Stealth bonus: +14 Infravision radius: +5 A belt that goes around your waist. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Str / +4 Wil / +4 Cun / +2 Con Changes resistances: +0% lightning Changes resistances penetration: +15% mind Blindness immunity: +15% Disease immunity: +5% Stun/Freeze immunity: +0% Only die when reaching: -40.00 life Maximum life: +30.00 Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() resilient elven-silk cloak of mindcraft (3 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +5 Cun / +5 Wil Maximum life: +59.00 Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Mayutira the linen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +27% acid / +21% light / +21% blight / +12% fire / +5% arcane Changes damage: +12% acid Spell save: +9 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dreamer's silk robe of alchemy (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +18% acid / +17% physical / +26% darkness / +18% fire / +26% mind / +18% cold Changes damage: +13% acid / +12% physical / +10% cold / +13% fire Talent cooldown: Refit Golem (-5 turns) Physical save: +15 (+4 eff.) Spell save: +17 (+6 eff.) Mental save: +30 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() spellwoven cashmere robe of corrosion (+24%) (2 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +24% acid Changes damage: +16% acid Spell save: +24 (+8 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +0 Defense: +3 (+1 eff.) Fatigue: +0% Damage when hit (Melee): 0 physical Changes stats: +6 Str / +5 Mag / +4 Wil Changes resistances: +30% lightning / +6% cold Changes damage: +31% lightning / +10% physical / +9% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant silk robe of nature (+27%) (3 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Con Changes resistances: +27% nature Changes damage: +34% nature Poison immunity: +44% Disease immunity: +33% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +5 Str / +4 Dex Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% Steampower: +3 (+1 eff.) These boots have a 5% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (132 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (221 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning), costing 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning), costing 50 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. |
![]() Mayetha the pair of dwarven-steel boots (7 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +7 (+2 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +5 Str / +7 Con Changes resistances: +30% acid / +24% cold Spell save: +50 (+17 eff.) See invisible: +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Stealth bonus: +0 Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() dreamer's pair of drakeskin leather boots of void walking (0 def, 5 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +25% darkness / +26% temporal Changes resistances penetration: +16% darkness / +19% temporal Physical save: +14 (+4 eff.) Spell save: +13 (+4 eff.) Mental save: +14 (+3 eff.) Defense after a teleport: +25 Resist all after a teleport: +18% New effects duration reduction after a teleport: +26% A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +10 Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 blight Changes stats: +1 Wil / +4 Cun / +4 Con Critical mult.: +20.00% Stealth bonus: +0 Physical save: +13 (+4 eff.) Mental save: +18 (+4 eff.) Silence immunity: +34% Confusion immunity: +44% Stun/Freeze immunity: +33% Spellpower: +2 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
![]() pair of iron boots 'Woespar' (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +8 Armour: +3 Fatigue: +2% Changes stats: +3 Str / +11 Dex / +3 Con Changes damage: +12% darkness Life regen: +1.20 Stamina each turn: +1.60 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() restorative pair of voratun boots of disengagement (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Cun / +4 Dex Life regen: +4.60 Healing mod.: +21% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 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 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +3% Changes resistances penetration: +6% physical Silence immunity: +26% Confusion immunity: +37% Stun/Freeze immunity: +27% A pair of boots made of leather. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +15 Changes stats: +5 Str / +5 Mag Changes resistances penetration: +10% all Changes damage: +15% all Talent masteries: +0.10 Corruption / Wrath +0.10 Corruption / Brutality Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 25 power out of 25/25) : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 3 Travel Speed: instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() heroic drakeskin leather gloves of regeneration (0 def, 8 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Mental save: +12 (+3 eff.) Life regen: +6.00 Stamina each turn: +1.00 Psi each turn: +0.32 Maximum life: +69.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +1 Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 lightning Changes resistances penetration: +5% nature Physical save: +5 (+2 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +21% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Glarerupture the drakeskin leather hat (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 23 light Changes stats: +4 Dex / +5 Mag / +5 Cun / +3 Con Changes damage: +21% lightning Grants telepathy: Dragon Light radius: +3 A hat made of leather. Very stylish. |
![]() Ivarevea the Blindquell (6 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Defense: +6 (+2 eff.) Fatigue: +1% Effects on melee hit: * Slows global speed by 35% Effects when hit in melee: * 12% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 darkness Changes stats: +5 Dex / +2 Mag / +3 Cun / +4 Con Changes resistances: +9% blight / +12% darkness / +18% light Reduces incoming crit damage: 15.00% A hat made of leather. Very stylish. |
![]() aegis cashmere wizard hat of madness (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Cun / +5 Wil Mental save: +22 (+5 eff.) Confusion immunity: -20% Fear immunity: -20% Life regen: +3.60 Mental crit. chance: +6% Damage Shield Power: +10% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 133 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() cleansing hardened leather hat of the bounder (0 def, 3 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Str / +7 Dex Changes resistances: +10% nature / +10% blight A hat made of leather. Very stylish. |
![]() drakeskin leather cap 'Shimmerswift' (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +9 Str / +10 Dex Changes damage: +6% lightning Critical mult.: +21.00% Life regen: +1.00 Only die when reaching: -40.00 life Maximum stamina: +50.00 Healing mod.: +20% A cap made of leather. |
![]() grounding iron helm of absorption (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +7% lightning / +7% temporal Stamina when hit: +0.90 Equilibrium when hit: +1.10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() psion's cashmere wizard hat (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +12% mind Changes damage: +10% mind Physical save: +10 (+3 eff.) Mental save: +14 (+3 eff.) Maximum psi: +25.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
![]() thaloren drakeskin leather cap of ire (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +5 Str / +10 Wil / +5 Con Changes resistances: +13% blight Physical save: +12 (+3 eff.) Mental save: +23 (+5 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() thaloren iron helm of precognition (5 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +3 Defense: +5 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 11% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Cun / +3 Wil Changes resistances: +7% blight Mental save: +7 (+1 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Strength 38 - Talent Heavy Armour Training 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 (+3 eff.) Fatigue: +16% Damage when hit (Melee): 0 physical Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Spit a cloud of flames, doing 38.18 fire damage in a radius of 3 each turn for 7 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. |
![]() enlightening stralite mail armour of natural resilience (4 def, 8 armour) Requires: - Strength 38 - Talent Heavy Armour Training Infused by arcane disrupting forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +8 Cun / +7 Wil Changes resistances: +17% nature / +17% blight Reduced damage from: +12% Unnatural Mental save: +22 (+5 eff.) A suit of armour made of mail. |
![]() enlightening voratun mail armour of command (13 def, 20 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +13 (+4 eff.) Fatigue: +16% Changes stats: +12 Cun / +7 Wil Mental save: +42 (+10 eff.) A suit of armour made of mail. |
![]() fearforged iron mail armour of thunder (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Physical crit. chance: +5.0% Physical power: +13 (+3 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +19% Changes stats: +4 Str / +5 Mag / +5 Wil / +6 Con Changes resistances: +12% lightning / +7% fire / -12% light / +6% darkness Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Spellpower: +13 (+5 eff.) Spell crit. chance: +5% Mindpower: +11 (+3 eff.) Mental crit. chance: +5% A suit of armour made of mail. |
![]() Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +20 Defense: +20 (+7 eff.) Fatigue: +8% Changes stats: +13 Str / +16 Dex / +6 Cun Changes resistances: +22% darkness / +10% physical Physical save: +14 (+4 eff.) Stun/Freeze immunity: +10% Light radius: +1 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() enlightening drakeskin leather armour of alacrity (5 def, 8 armour) Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Changes stats: +9 Cun / +6 Wil Mental save: +24 (+6 eff.) Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() nimble hardened leather armour of Toknor (13 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +6 Defense: +13 (+4 eff.) Ranged Defense: +11 (+4 eff.) Fatigue: +8% Changes stats: +4 Dex Critical mult.: +15.00% Movement speed: +20% A suit of armour made of leather. |
![]() nimble hardened leather armour of Toknor (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +6 Defense: +12 (+4 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +4 Dex Critical mult.: +15.00% Movement speed: +20% A suit of armour made of leather. |
![]() searing drakeskin leather armour of the wind (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +19 Physical crit. chance: +4.0% Armour: +8 Defense: +20 (+7 eff.) Fatigue: +8% Damage (Melee): 21 acid / 13 fire Damage when hit (Melee): 14 acid / 15 fire Changes resistances: +25% acid / +30% fire Stamina each turn: +1.30 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 4.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 280 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() spiked hardened leather armour of the hero (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 15 physical Changes stats: +7 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun Maximum life: +54.00 A suit of armour made of leather. |
![]() troll-hide drakeskin leather armour of Toknor (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +9 (+2 eff.) Armour: +8 Defense: +5 (+2 eff.) Fatigue: +8% Critical mult.: +12.00% Life regen: +15.00 Maximum life: +56.00 Healing mod.: +22% A suit of armour made of leather. |
![]() troll-hide hardened leather armour of acid resistance (3 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +21% acid Life regen: +10.00 Maximum life: +33.00 Healing mod.: +19% A suit of armour made of leather. |
![]() Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +22 Defense: +21 (+7 eff.) Fatigue: +26% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 0 physical Changes stats: +9 Str / +4 Cun / +9 Con Changes resistances: +12% acid / +10% physical / +15% fire / +10% cold / +11% lightning Changes damage: +3% mind Grants telepathy: Humanoid/Orc Talent cooldown: Rush (-5 turns) Mental save: +18 (+4 eff.) Disarm immunity: +31% Stun/Freeze immunity: +28% Knockback immunity: +32% Maximum life: +67.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +10 A suit of armour made of metal plates. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 0 physical Changes stats: +5 Con / +5 Mag Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+3 eff.) Silence immunity: +11% Confusion immunity: +49% Pinning immunity: +20% Stun/Freeze immunity: +0% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +35 Defense: +25 (+8 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Oppression +0.20 Corruption / Wrath +0.20 Corruption / Infernal combat Physical save: +15 (+4 eff.) Spell save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 15 power out of 15/15) : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
![]() Umbrarend (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 20 mind Changes stats: +2 Dex Changes resistances: +12% nature / +12% blight Changes damage: +12% darkness / +12% mind Critical mult.: +10.00% Reduces incoming crit damage: 17.00% Hate when firing a critical mind attack: +2.00 Mindpower: +10 (+3 eff.) A suit of armour made of metal plates. |
![]() dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% A suit of armour made of metal plates. |
![]() fearforged iron plate armour of delving (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +26% Changes stats: +5 Str / +6 Con Changes resistances: +19% darkness / +7% fire / -12% light / +7% physical Physical save: +6 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +6 (+1 eff.) Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 38 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() stralite shield of resistance (10 def, 2 armour, 141.5 block) Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Changes resistances: +11% acid / +9% fire / +9% cold / +9% lightning Talent granted: +4 Block Handheld deflection devices. |
![]() Sootsweeper (24/24, 167% power, 18 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Power: 167% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +38 Armour Penetration: +18 Crit. chance: +24.0% Capacity: 24 On weapon hit: * Slows global speed by 20% On weapon crit: * cripple the target Damage (Ranged): +50 cold / +16 darkness Burst (radius 1) on hit: +16 darkness Burst (radius 2) on crit: +4 darkness / +23 cold Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 156% Range: 1.4x Uses stats: 50% Str, 10% Mag, 70% Dex Damage type: Temporal darkness Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() hateful quiver of dragonbone arrows of annihilation (21/21, 182% power, 32 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 182% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +32 Crit. chance: +15.0% Capacity: 21 Travel speed: +200% Damage (Ranged): +29 darkness Damage against: +20% Living Arrows are used with bows to pierce your foes to death. |
![]() quiver of dragonbone arrows of annihilation (24/24, 183% power, 32 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 183% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +32 Crit. chance: +15.0% Capacity: 24 Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
![]() thought-forged quiver of ash arrows of accuracy (19/22, 120% power, 7 apr) Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 120% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +20 Armour Penetration: +7 Crit. chance: +1.5% Capacity: 22 Turns elapse between self-loadings: 6 On weapon hit: * 30% chance to cause random gloom Damage (Ranged): +14 mind Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() voratun pickaxe 'Gylach' (dig speed 12 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +4 Changes stats: +6 Str Changes resistances: +9% darkness / +8% fire Changes resistances penetration: +15% temporal / +15% physical Changes damage: +6% mind / +9% physical Critical mult.: +25.00% Physical save: +39 (+10 eff.) Mental crit. chance: +2% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 3 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +5% physical / +10% temporal Spellpower: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 15 power out of 25/25) : Effective talent level: 5.0 Power cost: 15 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact), costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / 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. |
amazing fiery salve [power 73] amazing fiery salve [power 73]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 344% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (73% fire, light and lightning affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing frost salve [power 73] amazing frost salve [power 73]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 344% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (73% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing healing salve [power 1061] amazing healing salve [power 1061]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 344% efficiency and 50% cooldown modifier. It can be used to heal 1061, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
amazing pain suppressor salve [power 928] amazing pain suppressor salve [power 928]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 344% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -928 life and reduces all damage by 25% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 73] amazing water salve [power 73]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 344% efficiency and 50% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (73% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() pouch of stralite shots 'Flashstalker' (22/22, 154% power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 154% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Mind Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 22 On weapon hit: * 46% chance to blind * 46% chance to gain 10% of a turn (3/turn limit) On weapon crit: * splashes the target with acid Damage (Ranged): +17 acid / +12 mind Burst (radius 2) on crit: +24 light / +4 temporal Shots are used with slings to pummel your foes to death. |
![]() psychokinetic pouch of iron shots of erosion (19/19, 110% power, 1 apr) Requires: - Dexterity 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 110% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 19 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +8 temporal / +8 nature / +22 physical Shots are used with slings to pummel your foes to death. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'feet' When attach to an other item: Talent granted: +5 Moss Tread Stealth bonus: +10 Tinkers can be attached to normal items to improve them with steam power! |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 15% chance to blind Maximum wards: +2 physical / +3 mind / +4 darkness Talent granted: +1 Ward Reduces incoming crit damage: 15.00% Spell save: +10 (+3 eff.) Pinning immunity: +10% Only die when reaching: -40.00 life It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 111 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() stralite torque of thermal psionic shield 'Lorileg' [power 119] (20 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Damage when hit (Melee): 8 blight Changes stats: +2 Str / +2 Mag Changes resistances penetration: +10% physical Talent cooldown: Silence (-3 turns) Talent granted: +13 Silence Critical mult.: +9.00% Physical save: +20 (+5 eff.) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 119 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
![]() dragonbone totem of thorny skin 'Chyrek' [power 88] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 20 arcane Changes stats: +2 Mag Changes resistances: +15% blight Critical mult.: +15.00% Spell save: +9 (+3 eff.) Mana each turn: +0.08 Mana when firing critical spell: +2.00 Maximum mana: +117.00 It can be used to harden the skin for 7 turns increasing armour by 88 and armour hardiness by 70%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 16 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Maximum wards: +1 acid / +3 nature / +2 light Talent granted: +1 Ward It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Adytha [power 305] (6 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +6% light / +6% mind Talent cooldown: Volcano (-2 turns) Talents granted: +5 Volcano +5 Void Blast Physical save: +6 (+2 eff.) Blindness immunity: +10% Silence immunity: +15% Stun/Freeze immunity: +10% It can be used to creates a wall of flames lasting 4 turns (dealing 396 fire damage overall), putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +9% temporal Disease immunity: +10% Silence immunity: +20% Stun/Freeze immunity: +15% Knockback immunity: +20% Maximum vim: +6.00 It can be used to disarm traps (20 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Ivarebeth [power 116] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes resistances: +2% physical / +9% fire Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Changes resistances penetration: +15% temporal Talent granted: +1 Ward Poison immunity: +15% Cut immunity: +10% Only die when reaching: -20.00 life It can be used to disarm traps (116 bonus disarm power, based on Magic) along a range 2 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 9 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Windblade the Ogre Adventurer level 19
4th Dusk 122nd year of Ascendancy at 10:20 see stats
By Windblade the Ogre Adventurer level 29
30th Dusk 122nd year of Ascendancy at 08:57 see stats
By Windblade the Ogre Adventurer level 32
36th Dusk 122nd year of Ascendancy at 06:29 see stats
By Windblade the Ogre Adventurer level 11
9th Mirth 122nd year of Ascendancy at 01:37 see stats
By Windblade the Ogre Adventurer level 31
34th Dusk 122nd year of Ascendancy at 00:38 see stats
By Windblade the Ogre Adventurer level 49
66th Dusk 122nd year of Ascendancy at 02:45 see stats
By Windblade the Ogre Adventurer level 22
10th Dusk 122nd year of Ascendancy at 15:35 see stats
By Windblade the Ogre Adventurer level 31
33rd Dusk 122nd year of Ascendancy at 04:33 see stats
By Windblade the Ogre Adventurer level 14
1st Flare 122nd year of Ascendancy at 12:33 see stats
By Windblade the Ogre Adventurer level 22
11st Dusk 122nd year of Ascendancy at 21:04 see stats
By Windblade the Ogre Adventurer level 30
31st Dusk 122nd year of Ascendancy at 17:07 see stats
By Windblade the Ogre Adventurer level 36
46th Dusk 122nd year of Ascendancy at 16:58 see stats
By Windblade the Ogre Adventurer level 47
63rd Dusk 122nd year of Ascendancy at 17:23 see stats
By Windblade the Ogre Adventurer level 54
77th Dusk 122nd year of Ascendancy at 04:05 see stats
By Windblade the Ogre Adventurer level 10
6th Mirth 122nd year of Ascendancy at 21:43 see stats
By Windblade the Ogre Adventurer level 20
5th Dusk 122nd year of Ascendancy at 05:52 see stats
By Windblade the Ogre Adventurer level 30
31st Dusk 122nd year of Ascendancy at 05:02 see stats
By Windblade the Ogre Adventurer level 40
51st Dusk 122nd year of Ascendancy at 05:38 see stats
By Windblade the Ogre Adventurer level 50
67th Dusk 122nd year of Ascendancy at 08:21 see stats
By Windblade the Ogre Adventurer level 44
59th Dusk 122nd year of Ascendancy at 02:07 see stats
By Windblade the Ogre Adventurer level 30
31st Dusk 122nd year of Ascendancy at 19:49 see stats
By Windblade the Ogre Adventurer level 29
27th Dusk 122nd year of Ascendancy at 12:37 see stats
By Windblade the Ogre Adventurer level 25
18th Dusk 122nd year of Ascendancy at 05:05 see stats
By Windblade the Ogre Adventurer level 34
41st Dusk 122nd year of Ascendancy at 18:35 see stats
By Windblade the Ogre Adventurer level 21
9th Dusk 122nd year of Ascendancy at 19:17 see stats
By Windblade the Ogre Adventurer level 12
1st Summertide 122nd year of Ascendancy at 10:03 see stats
Log
Windblade performs a melee critical strike against Mirror Challenge of Windblade!
Mirror Challenge of Windblade shrugs off the critical damage!
Mirror Challenge of Windblade resists the blinding light!
Windblade's beneficial effect was stripped!
Mirror Challenge of Windblade is crippled.
Windblade shares damage with her oozes!
Mirror Challenge of Windblade shares damage with her oozes!
Windblade hits Windblade for 12 healing, 17 healing, 9 healing, 9 healing, 6 healing, 6 healing (0 total damage) [62 healing].
Windblade hits Mirror Challenge of Windblade for (32 to psi shield), 149 physical, 7 light, (0 to psi shield), 1 physical, (32 to psi shield), 214 physical, 2 light, (0 to psi shield), 0 physical, (32 to psi shield), 112 physical, 1 light, (0 to psi shield), 0 physical, (32 to psi shield), 81 physical, (0 to psi shield), 0 nature, 3 light, (0 to psi shield), 0 physical (576 total damage).
Mirror Challenge of Windblade hits Windblade for (0 to psi shield), 1 nature, (18 to psi shield), 24 physical, (3 to psi shield), 4 blight, 1 arcane, (0 to psi shield), 1 nature, (18 to psi shield), 24 physical, (3 to psi shield), 4 blight, 0 arcane, (0 to psi shield), 0 nature, (18 to psi shield), 18 physical, (3 to psi shield), 3 blight, 0 arcane, (0 to psi shield), 0 nature, (18 to psi shield), 18 physical, (3 to psi shield), 3 blight, 0 arcane (111 total damage).
Mirror Challenge of Windblade hits Mirror Challenge of Windblade for 3 healing, 3 healing, 3 healing, 3 healing, 3 healing, 3 healing, 2 healing, 2 healing, 2 healing, 2 healing, 2 healing, 2 healing, 2 healing, 2 healing (0 total damage) [44 healing].
Mirror Challenge of Windblade uses Infusion: Heroism.
Mirror Challenge of Windblade performs a melee critical strike against Windblade!
Windblade resists the blinding light!
Mirror Challenge of Windblade performs a melee critical strike against Windblade!
Windblade shrugs off the critical damage!
Windblade resists the blinding light!
Mirror Challenge of Windblade performs a melee critical strike against Windblade!
Windblade shrugs off the critical damage!
Mirror Challenge of Windblade performs a melee critical strike against Windblade!
Windblade shrugs off the critical damage!
Windblade is crippled.
Windblade shares damage with her oozes!
Mirror Challenge of Windblade shares damage with her oozes!
Windblade hits Windblade for 1 healing, 1 healing, 1 healing, 1 healing, 1 healing, 1 healing, 1 healing, 1 healing (0 total damage) [13 healing].
Windblade hits Mirror Challenge of Windblade for (0 to psi shield), 0 nature, (10 to psi shield), 20 physical, (1 to psi shield), 3 blight, 0 arcane, (0 to psi shield), 0 nature, (10 to psi shield), 20 physical, (1 to psi shield), 3 blight, 0 arcane, (0 to psi shield), 0 nature, (10 to psi shield), 20 physical, (1 to psi shield), 3 blight, 0 arcane, (0 to psi shield), 0 nature, (10 to psi shield), 20 physical, (1 to psi shield), 3 blight, 0 arcane (104 total damage).
Mirror Challenge of Windblade hits Windblade for (32 to psi shield), 85 physical, 6 light, (0 to psi shield), 1 physical, (17 to psi shield), 23 physical, 2 light, (0 to psi shield), 0 physical, (26 to psi shield), 35 physical, 1 light, (0 to psi shield), 0 physical, (10 to psi shield), 14 physical, (0 to psi shield), 0 nature, 4 light, (0 to psi shield), 0 physical (176 total damage).
Mirror Challenge of Windblade hits Mirror Challenge of Windblade for 12 healing, 12 healing, 12 healing, 12 healing, 3 healing, 3 healing, 3 healing, 5 healing, 5 healing, 5 healing, 2 healing, 2 healing, 2 healing (0 total damage) [82 healing].
Mirror Challenge of Windblade's Beyond the Flesh performs a melee critical strike against Bloated ooze!
Saving game...