











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 | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Possessor |
| Level / Exp | 50 / 1369% |
| Size | big |
| Lifes / Deaths | Killed by elven cultist at level 34 on the 13rd Regrowth 123rd year of Ascendancy at 17:57 / 1 |
Primary Stats
| Strength | 168.6788 (base 65) |
| Dexterity | 148.0128 (base 34) |
| Constitution | 34 (base 8) |
| Magic | 131.84 (base 10) |
| Willpower | 98 (base 64) |
| Cunning | 187.2096 (base 65) |
Resources
| Mana | 846/846 |
| Psi | 573/590 |
| Life | 4182/6803 |
| Positive | 0/177 |
| Stamina | 477/477 |
| Steam | 135/135 |
| Healing Factor | 1.4764705882352 |
| Regeneration | 8.0467647058824 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +60.998860893284% |
| Spell | +18.104573217351% |
| Global | +134.92997011491% |
Vision
| Sight | 10 |
| Lite | 1 |
| Infravision | 10 |
| See Stealth | 113.45923262644 |
| See Invisible | 125.45923262644 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 311 |
| Accuracy | 91 |
| Crit Chance | 144% |
| APR | 52 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 68 |
| Crit Chance | 100% |
| Speed | 0.84670726353642 |
Offense: Mind
| Mindpower | 97 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +26% |
| Blight | +51% |
| Arcane | +37% |
| Cold | +27% |
| All | +19% |
| Darkness | +68% |
| Light | +62% |
| Temporal | +27% |
| Physical | +62% |
| Fire | +50% |
| Nature | +28% |
Offense: Damage Penetration
| Acid | +15% |
| Blight | 0% |
| Arcane | +10% |
| Mind | +20% |
| All | -10% |
| Light | +5% |
| Temporal | +5% |
| Physical | +18% |
| Fire | +20% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 100.18654626603 (100%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 76.08 |
| Spell Save | 65.3 |
| Mental Save | 73 |
Defense: Resistances
| Acid | + 77%( 77%) |
| Blight | + 77%( 77%) |
| Arcane | + 77%( 77%) |
| Cold | + 77%( 77%) |
| All | + 88%( 77%) |
| Mind | + 77%( 77%) |
| Lightning | + 77%( 77%) |
| Light | + 77%( 77%) |
| Temporal | + 77%( 77%) |
| Physical | + 77%( 77%) |
| Darkness | + 77%( 77%) |
| Fire | + 77%( 77%) |
| Nature | + 77%( 77%) |
Defense: Immunities
| Disarm Resistance | 24% |
| Silence Resistance | 43% |
| Bleed Resistance | 93% |
| Confusion Resistance | 51% |
| Knockback Resistance | 26% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 93% |
Inscriptions (4/4)
| 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 836% 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. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 847 damage for 6 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 41% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 869 damage for 7 turns. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Possession | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Psionic menace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Psionic / Battle psionics | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Body snatcher | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
| Psionic / Psychic blows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 8/5 |
| 12/5 |
| 1/5 |
| 7/5 |
| Psionic / Ravenous mind | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 12/5 |
| 1/5 |
| 12/5 |
| Technique / Combat training | 1.00 |
| 12/5 |
| 5/5 |
| 0/5 |
| 9/5 |
| 12/5 |
| 7/5 |
| Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 7/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 7/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Force Shield |
| talent | Hymn of Shadows |
| talent | Automated Cloak Tessellation |
| talent | Channel Pain |
| talent | Premonition |
| talent | Chant of Fortress |
| talent | Yarrrr!! |
| beneficial effect | The target is surrounded by a magical shield, absorbing 662/847 damage before it crumbles. Damage Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+35% global speed). Clarity |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target's armour and saves are broken, reducing them by 29. Sunder Armour |
| detrimental effect | The target's combat ability is reduced, reducing its attack by 18. Sunder Arms |
| beneficial effect | Nullifies the next 1 detrimental mental effects. Clear Mind |
| beneficial effect | Mindpower (raw) increased by 8. Sadist |
| beneficial effect | You use the body of one of your fallen victims. You can not heal in this form. Assume Form |
| detrimental effect | Zone-wide effect: +20 mindpower, +2 life regen, -1 equilibrium per turn, -20% resistance penetration. Natural Aura |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 5 of Dreadfell. Escort: lost tinker (level 5 of Dreadfell) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Dreadfell. Escort: repented thief (level 4 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 910. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed vial of elder vampire blood. * You've found the needed electric eel tail. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Burnwaker (0 def, 14 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +14 Fatigue: +4% Damage when hit (Melee): 4 fire Changes stats: +4 Con / +1 Mag Changes resistances: +12% darkness Changes damage: +6% fire Silence immunity: +50% Confusion immunity: +50% Stun/Freeze immunity: +50% Spellpower: +6 (+2 eff.) Infravision radius: +3 See invisible: +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | 577 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
| Light source | Cleanseflash the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+1 eff.) Changes stats: +11 Wil Changes resistances: +21% nature Changes resistances penetration: +20% arcane / +15% mind Changes damage: +6% arcane Critical mult.: +16.00% Mana when firing critical spell: +4.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | voratun helm 'Bleakstun' (8 def, 14 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +14 Defense: +8 (+3 eff.) Fatigue: +5% Damage when hit (Melee): 10 physical Changes stats: +4 Str / +5 Dex / +2 Wil / +13 Cun Changes resistances: +9% darkness / +7% all Changes resistances penetration: +15% nature / +15% mind Changes damage: +12% darkness Critical mult.: +5.00% Physical save: +15 (+2 eff.) Mental save: +15 (+4 eff.) Hate when firing a critical mind attack: +1.00 It can be used to activate talent Skullcracker, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1812.9 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Zanydurath the Glintenvy [power 42] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 33% chance to blind Damage when hit (Melee): 12 acid / 22 light Changes resistances: +15% light / +9% acid Changes resistances penetration: +25% acid / +15% light Changes damage: +15% light It can be used to teleport randomly (rad 42), putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | SingezealPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +30 (+6 eff.) Defense: +13 (+4 eff.) Changes stats: +10 Dex / +8 Mag / +7 Wil / +10 Cun Changes resistances: +20% blight / +6% temporal Changes resistances penetration: +25% fire / +15% temporal Changes damage: +20% blight / +3% fire / +9% darkness Spellpower: +15 (+4 eff.) Movement speed: +23% Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 16 cooldown : Effective talent level: 4.0 Power cost: 16 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 38% for 5 turns. Rings can have magical properties. |
| On fingers | Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 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. |
| Around waist | drakeskin leather belt 'Emelutira'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Damage when hit (Melee): 12 blight Changes stats: +6 Dex / +2 Mag / +1 Wil / +6 Cun / +5 Con Changes resistances: +15% lightning / +15% temporal Changes resistances penetration: +10% blight Changes damage: +12% blight Mental save: +15 (+4 eff.) Life regen: +3.20 Maximum mana: +80.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +15% Healing mod.: +30% Damage Shield penetration: +30% A belt that goes around your waist. |
| In main hand | Sawrd (136% power, 19 apr) Requires: - Strength 35 Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 137% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * flashes light on your target dealing 102 damage Multiple attacks: +3 Multiple attacks procs power reduction: -67% When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Cun Talent mastery: +0.20 Technique / Two-handed assault Critical mult.: +15.00% A brutal weapon of countless blades. |
| On hands | Will of Ul'Gruth (0 def, 15 armour) 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 Talent granted: +5 Spring Grapple When used to modify unarmed attacks: Power: 147% Range: 1.4x Uses stats: 10% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 83% When this weapon hits: Obliterating Smash (20% chance level 3). Your Obliterating Smash can destroy walls. It can be used to activate talent Obliterating Smash (costing 10 power out of 25/25) : Effective talent level: 3.3 Power cost: 10 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 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. 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. |
| Main armor | Phoenixthorn the stralite plate armour (7 def, 41 armour) Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +41 Defense: +7 (+2 eff.) Fatigue: +27% Damage when hit (Melee): 63 physical Changes stats: +4 Str / +3 Con Changes resistances: +28% acid / +22% physical / +3% darkness / +3% temporal / +15% cold / +19% lightning / +18% fire Changes resistances penetration: +5% fire Changes damage: +18% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +28% Stun/Freeze immunity: +30% Knockback immunity: +31% A suit of armour made of metal plates. |
| Cloak | Aregen (3 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +11 Physical power: +6 (+1 eff.) Defense: +3 (+1 eff.) Changes stats: +6 Dex / +10 Mag / +10 Wil / +6 Cun Changes resistances: +30% lightning Critical mult.: +15.00% Stun/Freeze immunity: +50% Maximum stamina: +10.00 Spell crit. chance: +8% Mindpower: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | voratun amulet 'Oozethorn'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Effects on melee hit: * Slows global speed by 15% Damage (Melee): 15 light / 15 darkness Effects when hit in melee: * 14% chance to blind * 12% chance to inflict 15% damage reduction Damage when hit (Melee): 8 darkness / 8 arcane Changes stats: +12 Mag Changes resistances: +3% nature / +5% arcane Changes resistances cap: +7% all Changes damage: +8% temporal / +20% darkness / +23% light / +12% arcane / +9% nature / +8% physical Physical save: +25 (+4 eff.) Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +52.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +6% Amulets can have magical properties. |
Inventory
medical injector implant (efficiency 106% / cooldown 88%)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 106% efficiency and cooldown mod of 88%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant (efficiency 173% / cooldown 80%)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 173% efficiency and cooldown mod of 80%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.movement infusion (636% speed; 9 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 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 movement speed by 636% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
movement infusion of the sneak (1011% speed; 7 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1011% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning 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. |
movement infusion of the warrior (1007% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 1.0 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 increase movement speed by 1007% 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. 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. |
movement infusion of the warrior (1153% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 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 movement speed by 1153% 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. 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. |
This item will automatically be transmogrified when you leave the level.wild infusion (resist 27%; cure mental, 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 27% for 8 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. |
Rune of the Rift (542.00 temporal damage, removed from time 4 turns)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: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (85% of a turn) Is: a spell Description: Inflicts 585.09 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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. |
This item will automatically be transmogrified when you leave the level.biting gale rune (95 cold damage; freeze 3 turns with power 22) 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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 95.27 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 22 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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. |
heat beam rune of the warrior (465 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 464.71 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.lightning rune (384 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 128.12 to 384.37 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the psychic (absorb 470 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 470 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 1004 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 1004 damage for 7 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 556 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 556 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.schematic: Corrosive Shell 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. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Bokeromiziladar the voratun amuletPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 9 light / 11 darkness Effects when hit in melee: * 15% chance to inflict 15% damage reduction * 9% chance to blind Changes stats: +4 Wil / +5 Cun / +2 Con Changes damage: +6% temporal / +12% light / +15% darkness Teleport immunity: +50% Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to teleport you randomly (rad 65), putting all charms on cooldown for 6 turns. Amulets can have magical properties. |
ChalyhadInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Changes stats: +11 Cun / +4 Wil Changes resistances: +4% physical Grants telepathy: Dragon Blindness immunity: +20% Stun/Freeze immunity: +25% Knockback immunity: +10% Light radius: +4 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
Cuthirand the steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +3 Con Changes resistances: +6% acid Physical save: +8 (+2 eff.) Life regen: +0.90 Stamina each turn: +1.00 Only die when reaching: -80.00 life Maximum life: +44.00 Amulets can have magical properties. |
Elerenne the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+4 eff.) Defense: +19 (+5 eff.) Fatigue: -7% Changes stats: +20 Lck / +3 Cun Changes resistances: +56% fire / +55% cold Changes resistances penetration: +10% mind Grants telepathy: Dragon Mental save: +18 (+5 eff.) Life regen: +4.30 Equilibrium when hit: +0.12 Psi when hit: +0.08 Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
SparkscarInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +3 Cun Changes resistances: +3% fire Changes resistances penetration: +25% lightning Physical save: +11 (+2 eff.) Spell save: +12 (+2 eff.) Mental save: +11 (+3 eff.) Blindness immunity: +14% Infravision radius: +3 Sight radius: +2 See invisible: +6 Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
gold amulet 'Serpentslicer'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +9 Cun Changes resistances: +12% nature Changes resistances penetration: +15% nature Mental save: +9 (+3 eff.) Blindness immunity: +28% Infravision radius: +7 Sight radius: +2 See invisible: +11 Amulets can have magical properties. |
restful copper amulet of cunning (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Cun Life regen: +1.00 Amulets can have magical properties. |
steel amulet 'Dourpiercer'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +12% lightning / +6% temporal / +12% light / +12% darkness Physical save: +14 (+2 eff.) Spell save: +20 (+4 eff.) Mental save: +12 (+3 eff.) Blindness immunity: +20% Stun/Freeze immunity: +23% Amulets can have magical properties. |
stralite amulet 'Woewyrd'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +8 Changes resistances: +26% fire / +21% nature / +23% cold Changes damage: +9% darkness Mental save: +30 (+8 eff.) Disarm immunity: +25% Pinning immunity: +20% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets can have magical properties. |
voratun amulet 'Cracklevortex' =Steamtech Physics=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% * 25% chance to disease Damage when hit (Melee): 8 acid / 4 lightning Changes stats: +6 Wil Changes resistances: +6% blight / +9% acid Talent mastery: +0.40 Steamtech / Physics Physical save: +25 (+4 eff.) Spell save: +22 (+4 eff.) Mental save: +39 (+9 eff.) Confusion immunity: +23% Mindpower: +15 (+3 eff.) Amulets can have magical properties. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 4 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Adossra the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% acid / +6% fire / +9% nature / +12% temporal Changes resistances penetration: +10% acid Maximum encumbrance: +27 Spell save: +3 (+1 eff.) Rings can have magical properties. |
ArcwispCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +17 (+3 eff.) Effects on melee hit: * 37% chance to daze at end of turn Damage when hit (Melee): 12 lightning Changes resistances: +9% temporal / +9% light / +6% blight / +18% cold / +6% nature Changes damage: +8% all Spell save: +12 (+2 eff.) Spellpower: +17 (+4 eff.) Mindpower: +17 (+3 eff.) Rings can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
GlydaInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Mag Changes resistances: +24% nature Changes resistances penetration: +10% temporal Changes damage: +12% nature / +18% temporal Vim when firing critical spell: +4.00 Rings can have magical properties. |
Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Archery excellence +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Two-handed weapons +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Unarmed training +0.30 Technique / Archery prowess +0.30 Technique / Combat training +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Superiority +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Scabmoon the steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 mind Changes stats: +3 Cun Changes resistances penetration: +25% mind Changes damage: +6% mind / +18% nature Rings can have magical properties. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +2 Defense: +12 (+4 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +5 Cun / +4 Wil Spell save: +3 (+1 eff.) Cut immunity: +25% Stun/Freeze immunity: +26% Life regen: +1.10 Mindpower: +6 (+1 eff.) Movement speed: +11% Activating this item is instant. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, putting all charms on cooldown for 1 turns. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring 'Cyretha'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Str / +8 Dex / +6 Cun Changes resistances: +22% acid Changes damage: +11% acid Rings can have magical properties. |
copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Rings can have magical properties. |
mule's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 9 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +2 Cun Maximum encumbrance: +24 Hate when firing a critical mind attack: +1.00 Maximum hate: +5.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
rogue's copper ring of light (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
steel ring 'Dagorin'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 16 mind / 20 blight Changes resistances penetration: +10% blight / +10% mind Stun/Freeze immunity: +22% Life regen: +1.20 Rings can have magical properties. |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
warrior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Stun/Freeze immunity: +20% Life regen: +1.40 Rings can have magical properties. |
Arirach the iron battleaxe (128% power, 1 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 128% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Mag / +3 Wil / +7 Cun Mindpower: +4 (+0 eff.) Mental crit. chance: +7% Massive two-handed battleaxes. |
Dairodin the voratun battleaxe (183% power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 183% Range: 1.5x Uses stats: 40% Wil, 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 for lightning to arc to a second target Damage (Melee): +26 lightning / +27 light / +12 arcane Damage against: +42% Undead When wielded/worn: Changes resistances penetration: +10% acid Changes damage: +3% arcane Spell save: +20 (+4 eff.) Mana when firing critical spell: +1.00 Maximum mana: +20.00 Maximum vim: +30.00 Massive two-handed battleaxes. |
Dazzlebrand (186% power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 186% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +28 nature / +28 temporal Burst (radius 1) on hit: +8 light When wielded/worn: Changes resistances: +14% all Changes resistances penetration: +21% nature / +25% arcane Critical mult.: +10.00% Spell save: +10 (+2 eff.) Mana each turn: +0.08 Mana when firing critical spell: +1.00 Massive two-handed battleaxes. |
Khulmanar's Wrath (182% power, 8 apr)Requires: - Strength 52 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +8 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +50 fire Damage conversion: 20% fire When wielded/worn: Changes resistances: +20% fire Changes resistances penetration: +25% fire Changes damage: +20% fire The wearer is treated as a demon. It can be used to activate talent Infernal Breath (costing 14 power out of 35/35) : Effective talent level: 3.0 Power cost: 14 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 316.82 fire damage, and flames will be left dealing a further 74.25 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
Amibar (146% power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * cripple the target Damage Shield penetration (this weapon only): +40% Damage (Melee): +16 darkness Damage against: +16% Living When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +13 Physical crit. chance: +14.0% Changes resistances: +9% darkness / +9% cold Changes resistances penetration: +12% physical Changes damage: +9% physical Spell save: +30 (+5 eff.) Stamina each turn: +0.80 Sharp, short and deadly. |
Icy Kill (143% power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Spelldrinker (132% power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 132% Range: 1.3x Uses stats: 40% Wil, 45% Str, 5% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+2 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
This item will automatically be transmogrified when you leave the level.Stormjustice (135% power, 18 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 135% Range: 1.3x Uses stats: 40% Wil, 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +18 Crit. chance: +8.0% Attack speed: 100% Burst (radius 1) on hit: +16 mind When wielded/worn: Accuracy: +11 (+2 eff.) Armour penetration: +2 Physical crit. chance: +3.0% Defense: +11 (+3 eff.) Damage when hit (Melee): 12 lightning Changes stats: +4 Dex / +4 Con Changes resistances penetration: +10% mind Changes damage: +6% mind Disarm immunity: +35% Only die when reaching: -40.00 life Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.iron dagger of ruin (100% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Armour penetration: +6 Physical crit. chance: +6.0% Critical mult.: +10.00% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.thunderous stralite dagger of shearing (137% power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 137% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn When wielded/worn: Armour penetration: +10 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +11% lightning / +11% physical Changes damage: +11% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking steel dagger of corruption (104% power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 105% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 9% chance to inflict 15% damage reduction * 20% chance to curse the target When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Changes resistances penetration: +8% physical Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.warbringer's voratun dagger of erosion (145% power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 146% Range: 1.3x Uses stats: 40% Wil, 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +16 nature / +16 temporal When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +6 Con Changes resistances penetration: +12% physical Disarm immunity: +28% Sharp, short and deadly. |
Aerodunavon the voratun greatmaul (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 stats: 40% Wil, 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: * 40% chance to gain 10% of a turn (3/turn limit) * 31% chance to disease Damage (Melee): +35 blight When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +4 Wil Grants telepathy: Demon/Minor Demon/Major Mindpower: +18 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Bloomspike the voratun greatmaul (178% power, 4 apr) Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 178% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 111% On weapon hit: * 53% chance to inflict 15% damage reduction * Slows global speed by 20% * 35 arcane resource burn * 20% chance to torment the target Damage (Melee): +4 nature When wielded/worn: Accuracy: +19 (+4 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 darkness Changes stats: +10 Dex Changes resistances: +6% nature Changes resistances penetration: +12% mind / +10% darkness Massive two-handed mauls. |
Dream Malleus (168% power, 5 apr)Requires: - Willpower 25 - Strength 25 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 168% Range: 1.5x Uses stats: 110% Wil, 70% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% On weapon hit: * 14% chance to cause random gloom * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +17 mind When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +7 (+2 eff.) Damage when hit (Melee): 20 arcane Changes stats: +5 Cun / +2 Wil Changes damage: +10% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Dream Smith's Hammer +3 Hammer Toss Disarm immunity: +28% Psi each turn: +0.10 Mindpower: +19 (+3 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +20 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
Isilrabeth the Chargekiss (167% 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: 167% Range: 1.5x Uses stats: 40% Wil, 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: * 40% chance to daze at end of turn On weapon crit: * cripple the target Burst (radius 1) on hit: +20 lightning When wielded/worn: Physical crit. chance: +19.0% Changes stats: +3 Wil Changes resistances: +9% lightning Changes damage: +6% lightning Mental save: +18 (+5 eff.) Equilibrium when hit: +0.16 Hate when firing a critical mind attack: +2.00 Massive two-handed mauls. |
Neremina (165% power, 3 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 166% Range: 1.5x Uses stats: 40% Wil, 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: * 7% chance to daze at end of turn * 20% chance to torment the target Damage (Melee): +42 insidious poison Burst (radius 2) on crit: +8 arcane When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +10% lightning / +5% arcane / +12% mind / +7% darkness Massive two-handed mauls. |
Tirakai's Maul (139% power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.3x Uses stats: 40% Wil, 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice, costing 4 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
iron greatmaul 'Blazespawner' (118% power, 1 apr)Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 119% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +4 arcane Burst (radius 1) on hit: +8 arcane / +12 fire Burst (radius 2) on crit: +4 arcane / +16 light When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +25% light Light radius: +1 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.truestriking voratun greatmaul of massacre (194% power, 4 apr) Requires: - Strength 48 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 194% Range: 1.5x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+4 eff.) Armour penetration: +21 Changes resistances penetration: +21% physical Massive two-handed mauls. |
voratun greatmaul 'Runuralen' (178% power, 4 apr) =Psionically HEld=Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 179% Range: 1.5x Uses stats: 40% Wil, 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: * 40% chance to cause random gloom When wielded/worn: Accuracy: +38 (+8 eff.) Changes stats: +15 Str Changes resistances: +12% all Changes resistances penetration: +20% nature / +10% arcane Changes damage: +36% physical / +12% mind / +3% arcane Stamina when hit: +6.00 Massive two-handed mauls. |
Blazeblast the voratun greatsword (176% power, 4 apr) =Psionic Hold=Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 177% Range: 1.6x Uses stats: 40% Wil, 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: * 40% chance to gain 10% of a turn (3/turn limit) * 40% chance to cause random gloom Damage (Melee): +4 temporal / +34 mind Burst (radius 1) on hit: +12 fire Burst (radius 2) on crit: +8 temporal When wielded/worn: Damage when hit (Melee): 20 fire Changes stats: +3 Cun / +10 Wil Changes resistances penetration: +20% fire / +15% temporal Changes damage: +3% temporal Massive two-handed swords. |
Colaryem (159% power, 12 apr)Requires: - Strength 10 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 160% Range: 1.6x Uses stats: 40% Wil, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +11.0% Attack speed: 50% When wielded/worn: Fatigue: -12% Changes stats: +7 Dex Changes resistances: +7% lightning Changes damage: +7% lightning Maximum encumbrance: +50 Movement speed: +10% Avoid Pressure Traps: The wearer never triggers traps that require pressure. Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
steel greatsword 'Chalolakan' (132% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 132% Range: 1.6x Uses stats: 40% Wil, 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% On weapon hit: * 40% chance to cause random gloom On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +7 acid / +4 mind Burst (radius 1) on hit: +14 fire When wielded/worn: Physical crit. chance: +9.0% Changes resistances: +6% mind Changes damage: +3% mind Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.truestriking stralite greatsword (158% power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 159% Range: 1.6x Uses stats: 40% Wil, 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% When wielded/worn: Accuracy: +19 (+4 eff.) Armour penetration: +13 Changes resistances penetration: +14% physical Massive two-handed swords. |
voratun greatsword 'Bregondil' (175% power, 4 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Power: 175% Range: 1.6x Uses stats: 40% Wil, 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: * 37% chance to daze at end of turn * Slows global speed by 40% * 10 arcane resource burn * 49% chance to corrode armour by 30% * disrupts spell-casting Damage against: +42% Unnatural When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes stats: +5 Str / +6 Dex / +7 Mag / +6 Wil / +6 Cun / +6 Con Changes resistances: +6% mind / +5% arcane / +3% light Changes resistances penetration: +17% lightning / +25% mind / +14% acid Life regen: +3.00 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Anugund the dragonbone longbow Requires: - Dexterity 48 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon crit: * silences the target Damage (Ranged): +20 nature When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +6.0% Physical power: +18 (+3 eff.) Changes stats: +9 Str / +4 Wil / +3 Con Changes resistances: +6% acid Changes resistances penetration: +18% nature / +5% acid Longbows are used to shoot arrows at your foes. |
Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+4 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+5 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Thaloren-Tree LongbowRequires: - Dexterity 36 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical 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. |
This item will automatically be transmogrified when you leave the level.caustic elven-wood longbow of recursion Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 20% chance to corrode armour by 30% When wielded/worn: Changes resistances penetration: +20% acid Life regen: +3.00 Longbows are used to shoot arrows at your foes. |
Glarerune the voratun longsword (152% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 152% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to blind * Random elemental explosion Damage (Melee): +8 blight / +30 cold Burst (radius 2) on crit: +8 blight When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Effects on melee hit: * 30% chance to blind Changes resistances penetration: +14% acid / +15% physical / +20% blight / +16% cold / +17% lightning / +16% fire Changes damage: +9% temporal Sharp, long, and deadly. |
Shinewill the voratun longsword (153% power, 7 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom * 20% chance to torment the target * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * splashes the target with acid Damage (Melee): +20 acid Burst (radius 2) on crit: +4 physical When wielded/worn: Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Effects on melee hit: * 15% chance to blind Changes stats: +1 Str Changes resistances penetration: +13% mind / +13% darkness Critical mult.: +12.00% Physical save: +15 (+2 eff.) Sharp, long, and deadly. |
voratun longsword 'Cyruta' (153% power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 153% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +25 cold Burst (radius 1) on hit: +4 temporal When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Changes resistances: +6% temporal Changes resistances penetration: +10% temporal Changes damage: +3% temporal Critical mult.: +16.00% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Eilineleth the Chargesaw (156% power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 156% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +30 cold When wielded/worn: Fatigue: -6% Changes stats: +6 Str / +3 Mag / +8 Wil / +5 Con Changes damage: +15% lightning Grants telepathy: Dragon Demon/Major Demon/Minor Light radius: +3 Infravision radius: +4 Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.elemental voratun mace of amnesia (156% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 156% Range: 1.4x Uses stats: 40% Wil, 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 * 25% chance to put talents on cooldown When wielded/worn: Changes resistances penetration: +16% acid / +13% fire / +17% lightning / +17% cold Blunt and deadly. |
Brightdeath the living mindstar (117% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural mindstar calls for a summoner. Power: 117% Range: 1.1x Uses stats: 90% 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% On weapon hit: * 40% chance to blind Damage (Melee): +4 light Burst (radius 1) on hit: +4 nature / +4 acid When wielded/worn: Effects on melee hit: * 39% chance to blind Damage when hit (Melee): 8 acid Changes resistances: +10% blight / +12% acid Changes resistances penetration: +10% acid / +10% physical / +15% darkness / +9% fire / +15% mind / +9% cold Changes damage: +12% acid / +14% physical / +25% darkness / +7% nature / +15% fire / +25% mind / +15% cold Disease immunity: +25% Mindpower: +10 (+2 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. |
Falukhad the living mindstar (113% power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. This harmonious mindstar will complement other natural mindstars. Power: 113% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +16 blight When wielded/worn: Changes stats: +8 Cun / +2 Wil Changes resistances: +20% mind / +5% nature Changes resistances penetration: +7% nature Changes damage: +7% nature Talent mastery: +0.10 Wild-gift / Harmony Critical mult.: +19.00% Mental save: +9 (+3 eff.) Equilibrium when hit: +2.50 Psi when hit: +0.08 Maximum psi: +60.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +10 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Layona (114% 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 honing mindstar will focus other psionic mindstars. Power: 114% Range: 1.1x Uses stats: 90% 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: Armour: +6 Changes stats: +4 Str / +3 Wil / +3 Cun Changes resistances: +7% physical / +9% mind / +9% fire Changes resistances penetration: +7% physical Changes damage: +10% physical Reduces incoming crit damage: 15.00% Disarm immunity: +10% Mindpower: +10 (+2 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. |
Thermal Focus (109% power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Power: 109% Range: 1.1x Uses stats: 85% Wil, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+2 eff.) Psi each turn: +1.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
Velyraba the pulsing mindstar (107% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. This natural mindstar summons a caller. Power: 107% Range: 1.1x Uses stats: 85% 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: Mental save: +39 (+9 eff.) Life regen: +0.80 Psi when hit: +0.08 Hate when firing a critical mind attack: +3.00 Maximum life: +34.00 Maximum hate: +25.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +9% Life leech chance: +6% Life leech: +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. |
This item will automatically be transmogrified when you leave the level.creative pulsing mindstar of frost (107% power, 32 apr, mind 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 natural frost should be returned to the wyrm. Power: 107% Range: 1.1x Uses stats: 85% 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: Armour: +9 Damage when hit (Melee): 17 ice Changes stats: +7 Cun Changes resistances: +13% cold Changes resistances penetration: +17% cold Changes damage: +17% cold Critical mult.: +21.00% Mindpower: +8 (+1 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. |
This item will automatically be transmogrified when you leave the level.hateful pulsing mindstar of balance (107% power, 32 apr, mind 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 hates not to be wrathful. Power: 107% Range: 1.1x Uses stats: 85% 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: +13% mind / +13% darkness Changes damage: +21% mind / +21% darkness Physical save: +8 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +9 (+3 eff.) Equilibrium when hit: +2.10 Mindpower: +8 (+1 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. |
This item will automatically be transmogrified when you leave the level.hungering living mindstar (115% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 115% Range: 1.1x Uses stats: 90% 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: Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +5.00 Psi per kill: +5.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% It can be used to inflict 209.38 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 8 turns. 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. |
This item will automatically be transmogrified when you leave the level.hungering pulsing mindstar of venom (108% 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 natural venom should be returned to the wyrm. Power: 108% Range: 1.1x Uses stats: 85% 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: Damage when hit (Melee): 14 acid Changes resistances: +17% acid Changes resistances penetration: +16% acid Changes damage: +13% acid Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Life regen: +1.10 Hate per kill: +5.00 Psi per kill: +5.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to inflict 189.76 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 8 turns. 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. |
living mindstar 'Elatha' (113% power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar hates not to be wrathful. This natural venom should be returned to the wyrm. Power: 113% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 blight When wielded/worn: Effects on melee hit: * 34% chance to corrode armour by 30% Damage when hit (Melee): 20 acid Changes stats: +2 Wil Changes resistances: +20% acid Changes resistances penetration: +20% acid / +10% blight / +15% mind / +15% darkness Changes damage: +20% acid / +25% mind / +24% darkness Critical mult.: +10.00% Mental save: +10 (+3 eff.) Life regen: +1.90 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum psi: +45.00 Mindpower: +10 (+2 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. |
This item will automatically be transmogrified when you leave the level.nature's vined mindstar of venom (83% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural venom should be returned to the wyrm. Power: 84% Range: 1.1x Uses stats: 75% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 acid Changes resistances: +11% acid / +6% blight Changes resistances penetration: +8% acid Changes damage: +9% acid / +6% nature Disease immunity: +16% Life regen: +1.10 Mindpower: +4 (+0 eff.) Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level.Duathelrip Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 53% chance to corrode armour by 30% Damage (Ranged): +20 acid Burst (radius 1) on hit: +4 darkness When wielded/worn: Changes stats: +5 Dex / +4 Mag / +3 Con Changes resistances: +15% darkness / +12% fire Changes damage: +22% acid Light radius: +4 Slings are used to hurl stones or metal shots at your foes. |
XanerinRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 1 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +6 On weapon hit: * 40% chance to cause random gloom Damage (Ranged): +6 acid Burst (radius 1) on hit: +2 acid When wielded/worn: Changes damage: +10% acid / +3% mind Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.Blazetrencher the dragonbone magestaff (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +16 blight Burst (radius 2) on crit: +16 lightning When wielded/worn: Fatigue: -8% Damage when hit (Melee): 20 arcane Changes stats: +2 Str / +5 Mag Changes resistances penetration: +25% blight Changes damage: +6% lightning / +30% fire Talent granted: +1 Command Staff Spellpower: +15 (+4 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Fulysin the Moldhue (136% power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 15% chance to corrode armour by 30% * 16% chance to disease Damage (Melee): 31 fire Damage when hit (Melee): 8 arcane Changes resistances penetration: +15% nature Changes damage: +9% blight / +30% fire / +3% nature Talent granted: +1 Command Staff Critical mult.: +53.00% Vim when firing critical spell: +11.00 Maximum mana: +40.00 Maximum vim: +40.00 Spellpower: +25 (+6 eff.) Spell crit. chance: +5% See invisible: +20 Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Power: 66% Range: 1.2x Uses stat: 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
Telos's Staff (Top Half) (143% power, 0 apr, cold element)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: 144% Range: 1.2x Uses stats: 100% Mag, 40% Wil 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% cold Talent granted: +1 Command Staff Mental save: +8 (+2 eff.) Spellpower: +30 (+8 eff.) Spell crit. chance: +15% The top part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level.dragonbone vilestaff 'Isleldama' (136% power, 6 apr, darkness element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 53% chance to cause random gloom Burst (radius 1) on hit: +12 physical When wielded/worn: Physical crit. chance: +15.0% Fatigue: -10% Changes stats: +3 Dex / +6 Mag / +2 Cun / +4 Con Changes resistances: +4% physical Changes damage: +30% darkness Talent granted: +1 Command Staff Critical mult.: +17.00% Physical save: +40 (+6 eff.) Life regen: +0.80 Spellpower: +15 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.infernal elven-wood starstaff of warding (129% power, 5 apr, temporal 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 stats: 80% Mag, 40% Wil 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: Armour: +7 Defense: +8 (+3 eff.) Damage (Melee): 31 fire Maximum wards: +2 temporal Changes damage: +25% temporal Talents granted: +5 Ward +1 Command Staff Critical mult.: +26.00% Spellpower: +21 (+5 eff.) Spell crit. chance: +4% See invisible: +17 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.void walker's elven-wood vilestaff (129% power, 5 apr, darkness 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 stats: 80% Mag, 40% Wil 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 resistances: +13% darkness / +13% temporal Changes damage: +25% darkness Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Defense after a teleport: +26 Resist all after a teleport: +21% New effects duration reduction after a teleport: +38% Reduces paradox anomalies(equivalent to willpower): +22 Staves designed for wielders of magic, by the greats of the art. |
Chargeripper the voratun steamgunRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 5 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 111% Firing range: +10 Travel speed: +800% Damage (Ranged): +20 fire Attacks use: 2.0 Steam When wielded/worn: Changes resistances: +3% acid / +12% cold / +6% arcane Changes damage: +9% lightning / +18% fire / +22% physical Talents cooldown: Trick Shot (-2 turns) Strafe (-2 turns) Double Shots (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Murderfang's SurekillRequires: - Cunning 30 - Dexterity 40 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 3 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: -10.0% Attack speed: 100% Dam. multiplier: 100% Firing range: +6 On weapon crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Travel speed: +1500% Attacks use: 2.0 Steam When wielded/worn: Talent granted: +3 Surekill Critical mult.: +50.00% "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
ThoughtcasterRequires: - Willpower 20 - Dexterity 25 - Talent Shoot - Talent Steam Pool Infused by psionic forces Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 5 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Dam. multiplier: 110% Firing range: +10 On weapon hit: * deal 98.12 mind damage (based on Mindpower) in a radius 1 around the target Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Talents cooldown: Vacuum Shot (-2 turns) Blunt Shot (-3 turns) Mindpower: +15 (+3 eff.) Mental crit. chance: +5% Steampower: +15 (+3 eff.) Steam crit. chance: +5% On hitting with a mindstar, deal physical damage equal to your steampower in radius 1 around the target. From body, mind. From mind, body. |
This item will automatically be transmogrified when you leave the level.mighty stralite steamgun of nature Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +21 nature Attacks use: 2.0 Steam When wielded/worn: Physical power: +13 (+2 eff.) Changes stats: +5 Str Changes resistances: +8% all Changes resistances penetration: +13% nature Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level.strafer's voratun steamgun of recursion Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Damage conversion: 50% temporal Attacks use: 2.0 Steam When wielded/worn: Accuracy: +15 (+3 eff.) Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
voratun steamgunRequires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Mastery: Steamgun Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +28 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Poloba the Swampglory (148% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 148% Range: 1.5x Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +90 Damage (Melee): +8 nature Burst (radius 1) on hit: +8 nature Attacks use: 1.0 Steam When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +15 Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +7 Str Changes resistances: +30% acid / +9% fire / +3% nature / +6% arcane Changes resistances penetration: +10% arcane / +15% physical Changes damage: +30% physical / +15% arcane / +6% fire Talent granted: +3 Block Stamina when hit: +1.40 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! |
Salona the Dourprophet (150% power, 25 apr)Requires: - Strength 48 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 5 Power: 150% Range: 1.5x Uses stats: 40% Wil, 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +106 On weapon hit: * 20% chance to inflict 15% damage reduction Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Damage (Melee): 10 cold Damage when hit (Melee): 19 ice / 16 lightning Changes resistances: +10% acid / +6% darkness / +12% lightning / +22% cold / +13% fire / +6% arcane / +10% all Changes resistances penetration: +14% nature Talent granted: +3 Block Spell save: +10 (+2 eff.) 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! |
Thunderhunt (140% power, 19 apr)Requires: - Strength 35 - Talent Steam Pool Infused by nature Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 140% Range: 1.5x Uses stats: 40% Wil, 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: +66 Attacks use: 1.0 Steam When wielded/worn: Armour: +26 Defense: +8 (+3 eff.) Fatigue: +10% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 18 nature Changes resistances: +18% blight / +3% physical / +18% nature / +21% acid Talent granted: +2 Block Reduces incoming crit damage: 15.00% Blindness immunity: +10% Teleport immunity: +20% Maximum life: +96.00 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! |
This item will automatically be transmogrified when you leave the level.hateful stralite steamsaw of crippling (138% power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 139% Range: 1.5x Uses stats: 40% Wil, 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: +64 On weapon crit: * cripple the target Damage (Melee): +17 darkness Damage against: +17% Living Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +13.0% Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Talent granted: +2 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! |
This item will automatically be transmogrified when you leave the level.warded stralite steamsaw of radiance (140% power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 140% Range: 1.5x Uses stats: 40% Wil, 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: +65 Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Effects when hit in melee: * 34% chance to blind Changes stats: +5 Mag / +7 Con Changes resistances: +18% light Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Talents granted: +1 Ward +2 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! |
Trident of the Tides (191% power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Power: 191% Range: 1.4x Uses stats: 40% Wil, 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+3 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 23 power out of 150/150) : Effective talent level: 3.0 Power cost: 23 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 222.59. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Berildil the Blastbutcher (148% power, 6 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Power: 149% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 35% chance to corrode armour by 30% * 74% chance to daze at end of turn Damage (Melee): +4 lightning / +4 darkness Burst (radius 1) on hit: +12 lightning When wielded/worn: Accuracy: +15 (+3 eff.) Defense: +15 (+4 eff.) Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +3 Str / +4 Dex / +4 Mag / +3 Wil / +4 Cun / +4 Con Changes resistances: +9% lightning Changes resistances penetration: +14% acid / +15% lightning Changes damage: +12% lightning Disarm immunity: +39% Life regen: +2.50 One-handed war axes. |
Burnbearer the stralite waraxe (137% power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 137% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn On weapon crit: * wounds the target for 7 turns: 25 bleeding, 75% reduced healing Damage (Melee): +16 temporal / +12 nature Burst (radius 2) on crit: +8 fire When wielded/worn: Physical crit. chance: +13.0% Physical power: +17 (+3 eff.) Changes stats: +4 Con Changes resistances: +3% fire Changes resistances penetration: +15% lightning / +11% physical Changes damage: +6% fire Disarm immunity: +30% One-handed war axes. |
Emelyra the stralite waraxe (139% power, 5 apr)Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 139% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 20% chance to torment the target * 25% chance to remove a magical effect Damage (Melee): +17 temporal / +33 nature When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +3 Cun Changes resistances: +12% blight / +12% cold / +3% nature Changes resistances penetration: +13% mind / +13% darkness Critical mult.: +5.00% Spell save: +6 (+1 eff.) Mental crit. chance: +2% 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 stats: 40% Wil, 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 (+5 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
This item will automatically be transmogrified when you leave the level.Tirig the Blastterror (161% power, 10 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Power: 162% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +18 lightning When wielded/worn: Physical power: +10 (+2 eff.) Damage when hit (Melee): 16 blight Changes stats: +6 Str Changes resistances: +12% blight / +5% physical Changes damage: +18% blight / +9% lightning Maximum life: +40.00 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.insidious stralite waraxe of amnesia (137% power, 5 apr) Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 137% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +50 insidious poison When wielded/worn: One-handed war axes. |
Hydra's Bite (168% power, 7 apr)Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 4 It must be held with both hands. Power: 168% Range: 1.1x Uses stats: 40% Wil, 110% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +14.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 1). When this weapon hits: Poison Breath (10% chance level 1). When this weapon hits: Acid Breath (10% chance level 1). On weapon hit: * hit up to two adjacent enemies When wielded/worn: Changes damage: +12% acid / +12% nature / +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
BogreeveInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +16 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Changes stats: +6 Str / +6 Con Changes resistances: +9% acid / +9% light / +10% fire / +6% arcane / +10% cold / +6% nature / +10% lightning Changes damage: +9% nature Critical mult.: +15.00% Physical save: +15 (+2 eff.) Spell save: +3 (+1 eff.) Size category: +1 A belt that goes around your waist. |
Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+6 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 12 power out of 30/30) : Effective talent level: 4.0 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 62 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Khelodir the drakeskin leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Effects on melee hit: * 40% chance to corrode armour by 30% Damage when hit (Melee): 12 arcane / 20 blight Changes resistances: +6% arcane Changes resistances penetration: +30% acid / +20% arcane Changes damage: +21% blight / +30% arcane Spell save: +10 (+2 eff.) Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Adoldann'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Con Changes resistances: +6% nature / +9% cold Physical save: +30 (+5 eff.) Mental save: +6 (+2 eff.) Knockback immunity: +10% Mindpower: +5 (+1 eff.) A belt that goes around your waist. |
hardened leather belt 'Dawnstreak'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 12 light / 8 darkness Changes resistances: +8% fire / +8% cold Changes resistances penetration: +20% light Light radius: +3 A belt that goes around your waist. |
hardened leather belt 'Mardomas'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes stats: +8 Dex / +8 Cun / +11 Lck Changes resistances: +7% lightning / +8% temporal / +6% blight Changes resistances penetration: +5% blight Trap disarming bonus: +12 Stealth bonus: +15 Infravision radius: +9 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.noble's drakeskin leather belt of unlife Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +15% blight Reduced damage from: +45% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
skylord's hardened leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +3 Dex / +4 Wil / +4 Cun Physical save: +21 (+3 eff.) Spell save: +13 (+2 eff.) Mental save: +13 (+4 eff.) Mindpower: +4 (+0 eff.) A belt that goes around your waist. |
Dagylathador (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% nature / +13% cold Spell save: +3 (+1 eff.) Maximum psi: +30.00 Mindpower: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Plaguefame the linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 nature Changes stats: +3 Wil Changes resistances: +9% acid Changes damage: +9% acid Mental save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Poloyassra the linen cloak (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Fatigue: -8% Changes stats: +3 Dex / +1 Mag / +2 Wil Mental save: +6 (+2 eff.) Light radius: +3 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Porogawen the elven-silk cloak (14 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +34 (+7 eff.) Defense: +14 (+4 eff.) Ranged Defense: +11 (+3 eff.) Fatigue: -9% Changes stats: +2 Mag / +4 Wil Changes damage: +12% physical Physical save: +15 (+2 eff.) Mental save: +29 (+7 eff.) Only die when reaching: -90.00 life Maximum life: +110.00 Maximum stamina: +40.00 See invisible: +21 Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Sulfurbrace' (22 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +22 (+6 eff.) Damage when hit (Melee): 8 arcane / 16 nature Changes resistances: +8% acid / +19% light / +33% fire / +8% lightning / +8% cold Changes resistances penetration: +10% arcane / +15% nature Changes damage: +6% nature Stealth bonus: +10 Physical save: +18 (+3 eff.) Spell save: +19 (+4 eff.) Mental save: +21 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Bethilaith' (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 acid Changes stats: +2 Str / +2 Con Changes resistances: +18% acid Changes resistances penetration: +10% acid / +15% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Prismmonster' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes resistances: +3% darkness Changes damage: +15% light Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Yvytira' (10 def, 12 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% acid / +12% cold / +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+2 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+5 eff.) Blindness immunity: +50% Spellpower: +30 (+8 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Emelasewe (2 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Changes stats: +1 Dex / +4 Wil Physical save: +16 (+2 eff.) Light radius: +2 See invisible: +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Mucktorrent (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * 53% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 nature Changes stats: +6 Cun Changes resistances: +6% nature / +20% temporal Changes resistances penetration: +10% acid / +10% temporal Changes damage: +20% light / +20% darkness / +9% nature Spellpower: +10 (+3 eff.) Spell crit. chance: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of darkness (+16%) (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +16% mind / +30% darkness Changes damage: +10% darkness Physical save: +12 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +22 (+6 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. |
This item will automatically be transmogrified when you leave the level.fearwoven cashmere robe of Angolwen (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +5 Wil Changes resistances penetration: +14% darkness / +14% physical Changes damage: +14% darkness / +11% physical Silence immunity: +30% Spellpower on spell critical (stacks up to 3 times): +5 Maximum hate: +11.00 Spellpower: +14 (+4 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.fearwoven silk robe (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances penetration: +13% darkness / +15% physical Changes damage: +12% darkness / +13% physical Maximum hate: +10.00 Mindpower: +9 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aetherwalk (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+1 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 10 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
Alirak (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Cun / +3 Dex Changes resistances: +6% fire Confusion immunity: +10% Stun/Freeze immunity: +20% Maximum hate: +8.00 Mental crit. chance: +4% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.0 Power cost: 6 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 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 168% 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. A pair of boots made of leather. |
Anokath (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +8 Str / +10 Dex / +4 Con Spell save: +30 (+5 eff.) Spellpower: +4 (+1 eff.) It can be used to activate talent Rush, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Betylaith (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: +3 Fatigue: -2% Changes stats: +5 Wil Changes resistances: +6% lightning Changes damage: +9% mind Maximum encumbrance: +20 Physical save: +6 (+1 eff.) Maximum psi: +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 13 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 87 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Cyronne the Morningparry (0 def, 11 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Fatigue: +3% Effects on melee hit: * 30% chance to blind * 30% chance to daze at end of turn Changes resistances: +15% light Changes resistances penetration: +15% light Changes damage: +6% light Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glarespawner (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * 30% chance to blind * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +18% light Changes resistances penetration: +20% temporal Changes damage: +9% temporal Physical save: +8 (+2 eff.) Spell save: +11 (+2 eff.) Mental save: +7 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glowquill (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Damage when hit (Melee): 8 light Changes stats: +2 Str / +2 Dex / +4 Cun / +5 Con Changes resistances: +13% lightning / +13% temporal / +2% physical Physical save: +37 (+6 eff.) Mental save: +20 (+5 eff.) Stamina each turn: +1.10 Maximum stamina: +32.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shadegore (8 def, 5 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +8 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +5% Effects on melee hit: * 40% chance to inflict 15% damage reduction Damage when hit (Melee): 16 mind / 12 light Changes resistances: +3% mind Changes resistances penetration: +10% mind Changes damage: +9% darkness / +6% mind Physical save: +14 (+2 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+4 eff.) Light radius: +2 A pair of boots made of leather. |
Splendourwire the pair of dwarven-steel boots (12 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +3 (+0 eff.) Armour: +4 Defense: +12 (+4 eff.) Fatigue: +3% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 fire Changes resistances penetration: +10% fire Spellpower: +4 (+1 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 12 cooldown : Effective talent level: 4.0 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 62 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Steam Powered Boots (8 def, 15 armour)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 Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Toralathafang the Nimbusswift (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +6 Lck / +6 Dex Changes resistances: +9% lightning Changes resistances penetration: +20% lightning Changes damage: +3% acid / +6% lightning Stealth bonus: +7 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 8 power out of 20/20) : Effective talent level: 3.0 Power cost: 8 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of dwarven-steel boots 'Ragorodor' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Effects on melee hit: * Slows global speed by 34% Changes resistances: +9% acid / +15% cold Changes resistances penetration: +28% mind Changes damage: +34% mind Physical save: +9 (+2 eff.) Spell save: +20 (+4 eff.) Mental save: +10 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Demonwing' (10 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +5 Mag / +3 Wil / +3 Con Changes resistances penetration: +15% darkness / +5% physical Changes damage: +7% acid / +6% temporal / +6% darkness / +7% blight Disease immunity: +32% Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 10 cooldown : Effective talent level: 1.0 Power cost: 10 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 29 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of rough leather boots 'Cracklefist' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +5% lightning / +5% temporal Changes damage: +6% lightning Light radius: +3 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.wanderer's pair of drakeskin leather boots of invasion (0 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +6 Cun / +6 Con Changes resistances penetration: +15% physical Physical save: +24 (+4 eff.) Mental save: +24 (+6 eff.) A pair of boots made of leather. |
Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+0 eff.) When used to modify unarmed attacks: Power: 129% Range: 1.4x Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 7 power out of 24/24) : Effective talent level: 4.0 Power cost: 7 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% When used to modify unarmed attacks: Power: 119% Range: 1.1x Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Lorathad (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +1 Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Str / +4 Con Changes resistances: +6% acid See invisible: +6 When used to modify unarmed attacks: Power: 105% Range: 1.1x Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Mayoriathra the Stormreek (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 mind Changes stats: +10 Con Changes resistances: +6% mind / +6% lightning Changes damage: +4% mind When used to modify unarmed attacks: Power: 100% Range: 1.4x Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Psychic Lobotomy (20% chance level 1). Burst (radius 2) on crit: +6 mind Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+1 eff.) Mindpower: +4 (+0 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Power: 107% Range: 1.4x Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Steam Powered Gauntlets (0 def, 12 armour)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 Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% When used to modify unarmed attacks: Power: 145% Range: 1.4x Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% Gauntlets. But with steam power! |
Tarrudin the Skystrider (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 15% chance to daze at end of turn Damage (Melee): 6 fire Damage when hit (Melee): 12 light Changes resistances: +9% light / +6% fire Changes damage: +4% fire When used to modify unarmed attacks: Power: 101% Range: 1.4x Uses stats: 40% Wil, 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Fire Breath (10% chance level 1). On weapon hit: * 20% chance to daze at end of turn Damage (Melee): +8 light Burst (radius 2) on crit: +4 lightning / +6 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Xeruna the Deepslady (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 30% chance to blind Damage (Melee): 10 acid Damage when hit (Melee): 12 light Changes resistances: +7% acid / +9% darkness Changes resistances penetration: +15% darkness Changes damage: +7% acid / +9% darkness When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Acid Breath (10% chance level 3). On weapon hit: * 40% chance to inflict 15% damage reduction * 40% chance to blind Burst (radius 2) on crit: +9 acid Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves 'Lisuwe' (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 10 blight Changes resistances: +8% blight Changes damage: +5% blight Grants telepathy: Humanoid/Orc Critical mult.: +5.00% Mental save: +26 (+7 eff.) Psi when hit: +0.32 When used to modify unarmed attacks: Power: 130% Range: 1.1x Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 5). Burst (radius 1) on hit: +16 arcane Burst (radius 2) on crit: +12 blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Kydur' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +2 Damage when hit (Melee): 8 physical Changes stats: +2 Cun / +7 Wil Changes resistances: +6% darkness Light radius: +3 Infravision radius: +2 When used to modify unarmed attacks: Power: 121% Range: 1.4x Uses stats: 40% Wil, 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +12 Crit. chance: +16.0% Attack speed: 83% When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +9 darkness It can be used to activate talent Track, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 48 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves 'Bileslice' (0 def, 2 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +9 Armour: +2 Effects on melee hit: * 16% chance to cause random gloom * Slows global speed by 15% Damage (Melee): 5 acid / 27 darkness / 6 lightning / 8 cold / 14 mind / 8 fire Changes stats: +7 Dex / +4 Mag / +3 Wil / +5 Cun Changes damage: +15% arcane Mental save: -12 (-3 eff.) Mindpower: +6 (+1 eff.) When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +8 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 3). When this weapon hits: Perfect Strike (15% chance level 3). Damage (Melee): +6 ice / +13 fire / +16 acid / +13 lightning Burst (radius 1) on hit: +12 nature Burst (radius 2) on crit: +4 nature / +4 arcane It can be used to activate talent Ruined Earth, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Haryrabar' (9 def, 10 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +10 Defense: +9 (+3 eff.) Ranged Defense: +9 (+3 eff.) Damage (Melee): 14 lightning Changes stats: +4 Cun Changes resistances: +10% lightning / +11% darkness / +6% fire / +5% arcane / +6% nature Changes damage: +7% lightning Mental save: +12 (+3 eff.) Confusion immunity: +5% Maximum life: +60.00 Infravision radius: +2 When used to modify unarmed attacks: Power: 149% Range: 1.4x Uses stats: 40% Wil, 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +21 Armour Penetration: +15 Crit. chance: +19.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Dominate (10% chance level 5). Damage (Melee): +19 darkness Burst (radius 2) on crit: +11 lightning It can be used to activate talent Track, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 48 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Brass Goggles (10 def, 0 armour) =Steamtech=Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +15 Defense: +10 (+3 eff.) Changes stats: +20 Cun Changes resistances: +20% fire Talent masteries: +0.20 Steamtech / Physics +0.20 Steamtech / Chemistry Mental save: +0 (+0 eff.) Blindness immunity: +100% Infravision radius: +3 Sight radius: +1 Steampower: +5 (+1 eff.) Steam crit. chance: +5% No self respecting craftsman would be caught without them! |
Crown of Eternal Night (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Lustrerazor the linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Wil / +3 Cun / +1 Con Changes resistances: +15% light Changes resistances penetration: +15% light Grants telepathy: Dragon Mental save: +6 (+2 eff.) See invisible: +3 A pointy cloth hat, very wizardly... |
Natureriver the rough leather cap (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * Slows global speed by 30% * 15% chance to daze at end of turn Changes resistances: +15% nature Changes resistances penetration: +20% nature Changes damage: +15% nature Spell save: +4 (+1 eff.) Maximum life: +46.00 Healing mod.: +12% A cap made of leather. |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+7 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 12 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Quasit's Skull (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+2 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steam Powered Helm (3 def, 12 armour)Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
The Black Crown (0 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +10 Wil / +10 Con Changes resistances: +20% darkness / +20% blight Talent masteries: +0.20 Corruption / Demonic pact +0.20 Corruption / Demon seeds Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
Voradaselaith the drakeskin leather cap (7 def, 13 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +5% Damage when hit (Melee): 8 arcane / 4 blight Changes resistances: +6% blight / +6% all Changes resistances penetration: +10% blight Changes damage: +9% blight Physical save: +50 (+8 eff.) A cap made of leather. |
Yaldan Baoth (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
drakeskin leather cap 'Goryrath' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 18 physical Changes stats: +9 Str Changes resistances: +13% nature / +4% physical Changes resistances penetration: +10% mind Critical mult.: +6.00% Spell save: +7 (+2 eff.) Life regen: +0.60 Psi when hit: +0.08 Maximum life: +74.00 Healing mod.: +26% It can be used to activate talent Skullcracker, placing all other charms into a 8 cooldown : Effective talent level: 3.0 Power cost: 8 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 1812.9 Physical damage. If the attack hits, the target is confused (46% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
insulating rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +5% fire / +7% cold A cap made of leather. |
Chromatic Harness (10 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% fire / +20% acid Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Fire Breath (-3 turns) Corrosive Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Greenzephyr, (4 def, 14 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +14 (+2 eff.) Armour: +14 Defense: +4 (+1 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 36% Changes resistances: +23% acid Spell save: +48 (+9 eff.) Disarm immunity: +55% A suit of armour made of mail. |
Tarreblek the voratun mail armour (5 def, 10 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +27% Changes stats: +10 Con Changes resistances: +12% lightning / -20% light / +7% fire / +12% nature / +27% darkness Physical save: +40 (+6 eff.) Spell save: +8 (+2 eff.) Mental save: +10 (+3 eff.) Disarm immunity: +10% Confusion immunity: +35% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.fortifying stralite mail armour of implacability (4 def, 16 armour) Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+1 eff.) Fatigue: +9% Changes stats: +6 Str / +6 Con Physical save: +13 (+2 eff.) Maximum life: +70.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.spiked voratun mail armour of Eyal (5 def, 10 armour) Requires: - Strength 48 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 20 physical Life regen: +4.00 Maximum life: +100.00 Healing mod.: +29% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.marauder's rough leather armour of resilience (5 def, 2 armour) Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +6% Changes stats: +5 Str / +5 Dex Physical save: +8 (+2 eff.) Maximum life: +28.00 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.spiked hardened leather armour of delving (3 def, 6 armour) Requires: - Strength 16 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): 16 physical Changes stats: +8 Str Changes resistances: +16% darkness / +11% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 12 cooldown : Effective talent level: 2.0 Power cost: 12 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 48 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
stralite plate armour 'Skyhue' (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Effects on melee hit: * Slows global speed by 30% * 33% chance to daze at end of turn Changes resistances: +30% lightning / +12% nature / +9% mind Changes resistances penetration: +10% mind Changes damage: +6% nature / +6% mind A suit of armour made of metal plates. |
Bindings of Eternal Night (12 def, 12 armour)Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Sanguine Shield (14 def, 4 armour, 220 block)Requires: - Strength 39 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +4 Defense: +14 (+4 eff.) Ranged Defense: +14 (+4 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
This item will automatically be transmogrified when you leave the level.wintry voratun shield of crushing (12 def, 3 armour, 209 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Armour: +3 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 20 ice Changes stats: +6 Wil Changes resistances: +18% cold Talent granted: +5 Block Handheld deflection devices. |
Galewind the quiver of elm arrows (17/17, 105% power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 106% Range: 1.4x Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 17 On weapon hit: * 40% chance to daze at end of turn * 25% chance to remove a magical effect Damage (Ranged): +9 nature Burst (radius 1) on hit: +4 lightning Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.elemental quiver of elven-wood arrows of amnesia (19/19, 157% power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 157% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 19 On weapon hit: * Random elemental explosion * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.icy quiver of dragonbone arrows of crippling (22/22, 162% power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 163% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +24.0% Capacity: 22 On weapon crit: * cripple the target Damage (Ranged): +26 cold Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Brighthunt' (20/20, 135% power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 136% Range: 1.4x Uses stats: 40% Wil, 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +17 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 On weapon hit: * 40% chance to cause random gloom * 20% chance to torment the target * Random elemental explosion Damage (Ranged): +8 mind / +12 darkness Burst (radius 2) on crit: +4 blight / +4 fire Arrows are used with bows to pierce your foes to death. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
1760 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
12 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.00 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. |
Oakstrider the iron pickaxe (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Str / +4 Con Changes resistances: +11% nature Changes damage: +18% nature Maximum stamina: +5.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Emelukira' (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 8 acid Changes stats: +1 Str Changes resistances: +3% blight / +6% cold / +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 31 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
StimulusPowered by steamtech 2.00 Encumbrance. [Unique] Type: tool / injector ; tier 4 When wielded/worn: Defense: +12 (+4 eff.) Changes stats: +5 Cun Physical save: +15 (+2 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+4 eff.) Activating this item is instant. It can be used to inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack, costing 2 power out of 20/20. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 38 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Bethasewen the dwarven lanternPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 29 fire Changes stats: +4 Str / +7 Con Changes resistances: +25% blight / +10% fire / +3% temporal Changes damage: +21% mind Blindness immunity: +50% Confusion immunity: +30% Life regen: +10.00 Light radius: +10 See stealth: +15 See invisible: +28 It can be used to activate talent Track, placing all other charms into a 16 cooldown : Effective talent level: 4.0 Power cost: 16 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 66 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Chalazor the ShimmerbrandInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 nature Changes resistances penetration: +10% lightning Changes damage: +6% lightning Mental save: +6 (+2 eff.) Light radius: +2 See stealth: +7 See invisible: +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+3 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 31 power out of 150/150) : Effective talent level: 4.0 Power cost: 31 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 36.03 cold damage and 45.84 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Eledayarin the ThunderwingInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 12 fire Changes resistances: +24% lightning / +15% fire Changes damage: +18% lightning Mental save: +11 (+3 eff.) Light radius: +3 See stealth: +13 See invisible: +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mayuwyn the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Changes stats: +3 Str / +4 Dex / +4 Con Life regen: +0.40 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 10 power out of 25/25) : Effective talent level: 2.0 Power cost: 10 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 174.33 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 174.33 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Tulinarildir the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Str / +4 Dex / +8 Con Changes resistances: +6% blight Changes resistances penetration: +10% blight Maximum life: +41.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
alchemist's lamp 'Branaroddazilagund'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Damage when hit (Melee): 16 physical Changes stats: +3 Dex Changes damage: +15% physical Blindness immunity: +38% Confusion immunity: +15% Life regen: +0.60 Light radius: +6 See stealth: +12 See invisible: +12 It can be used to activate talent Track, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 48 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Porilrabrelaith'Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 49% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 blight Changes stats: +6 Mag Changes resistances penetration: +25% temporal Vim when firing critical spell: +3.00 Spellpower: +19 (+5 eff.) Spell crit. chance: +13% Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Glimmerhunt'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 11 fire Changes resistances: +3% blight / +5% fire / +9% light Changes resistances penetration: +10% blight Changes damage: +9% light Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Glittergrinder'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 8 light Changes stats: +3 Wil Changes resistances penetration: +5% light Changes damage: +6% mind Grants telepathy: Dragon Equilibrium when hit: +0.08 Light radius: +2 Heals friendly targets nearby when you use a nature summon: +30 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Urthagodin'Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Cun / +3 Wil Mental save: +20 (+5 eff.) Equilibrium when hit: +0.16 Psi when hit: +0.16 Mindpower: +10 (+2 eff.) Light radius: +8 Heals friendly targets nearby when you use a nature summon: +50 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 8 power out of 25/25) : Effective talent level: 3.0 Power cost: 8 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 22 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 7 power out of 35/35) : Effective talent level: 2.0 Power cost: 7 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 48 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin, costing 38 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Automated Portable ExtractorPowered 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. |
Atamathon's Lost Ruby Eye0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
49 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 720.38 fire damage (based on Magic), costing 19 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (5/5)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 77 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Buharasin the pouch of iron shots (13/13, 113% power, 1 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 113% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +4.0% Capacity: 13 On weapon hit: * Slows global speed by 40% * 40 arcane resource burn Damage (Ranged): +8 nature / +7 temporal Shots are used with slings to pummel your foes to death. |
Mardyleg the Smearvalor (19/19, 179% power, 17 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 179% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Crit. chance: +34.0% Capacity: 19 On weapon hit: * Slows global speed by 40% * 40% chance to inflict 15% damage reduction On weapon crit: * cripple the target Travel speed: +200% Damage (Ranged): +8 mind / +14 cold / +4 nature Burst (radius 1) on hit: +8 nature / +12 mind Burst (radius 2) on crit: +8 darkness / +4 mind Shots are used with slings to pummel your foes to death. |
Sootrace (25/25, 164% power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 165% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 25 On weapon hit: * 40% chance to inflict 15% damage reduction * 25% chance to put talents on cooldown * 20% chance to curse the target Damage (Ranged): +13 blight / +12 arcane / +16 darkness Burst (radius 1) on hit: +4 arcane / +24 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Urthabar the Scaldradiance (19/19, 171% power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 171% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 19 Damage (Ranged): +53 fire / +8 darkness / +12 mind Burst (radius 1) on hit: +16 fire Burst (radius 2) on crit: +20 darkness / +16 fire Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.hateful pouch of stralite shots of purging (19/20, 153% power, 5 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 153% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * 25% chance to remove a magical effect Damage (Ranged): +24 darkness / +17 nature Damage against: +17% Living Shots are used with slings to pummel your foes to death. |
voratun gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'hands' When attach to an other item: Talent granted: +5 Iron Grip Disarm immunity: +100% Tinkers can be attached to normal items to improve them with steam power! |
Skylace the steel torque of thermal psionic shield [power 47] (8 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +9% nature Changes resistances penetration: +5% lightning Talent cooldown: Silence (-1 turn) Talent granted: +2 Silence Spell save: +15 (+3 eff.) It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.telekinetic stralite torque of kinetic psionic shield [power 131] (8 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent granted: +5 Telekinetic Blast It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 131 for 7 turns, putting all charms on cooldown for 8 turns. Torques are made by powerful psionics to store psionic powers. |
Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
Ivylaith [power 69] (8 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Armour penetration: +3 Armour: +10 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +3% physical / +9% temporal / +9% nature / +5% arcane Changes damage: +9% physical Talent cooldown: Rushing Claws (-1 turn) Talent granted: +5 Rushing Claws Critical mult.: +12.00% Healing mod.: +15% It can be used to harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60%, putting all charms on cooldown for 8 turns. Natural totems are made by powerful wilders to store nature power. |
The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+4 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 14 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 4 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
supercharged ash totem of thorny skin [power 38] (10 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 38 and armour hardiness by 40%, putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
ash wand of trap destruction 'Brenebers' [power 36] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 mind Maximum wards: +2 lightning / +2 temporal / +2 blight / +2 fire / +2 cold Talent granted: +1 Ward Critical mult.: +5.00% Mental save: +20 (+5 eff.) Hate when firing a critical mind attack: +1.00 It can be used to disarm traps (36 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 2 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of conjuration 'Belista' [power 505] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Armour: +4 Defense: +12 (+4 eff.) Ranged Defense: +12 (+4 eff.) Changes resistances: +18% blight / +6% temporal / +6% mind / +9% light Physical save: +20 (+3 eff.) Poison immunity: +20% Stun/Freeze immunity: +15% Teleport immunity: +10% Maximum vim: +20.00 It can be used to fire a bolt of a random element with (base) damage 252 to 505, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Madness (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By HarleyM the Shalore Possessor level 39
14th Pyre 123rd year of Ascendancy at 17:44 see stats
Against all odds (Madness (Roguelike) difficulty)
Killed Ukruk in the ambush.By HarleyM the Shalore Possessor level 39
75th Regrowth 123rd year of Ascendancy at 22:31 see stats
Anti-Antimagic! (Madness (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By HarleyM the Shalore Possessor level 50
1st Regrowth 124th year of Ascendancy at 13:47 see stats
Arachnophobia (Madness (Roguelike) difficulty)
Destroyed the spydric menace.By HarleyM the Shalore Possessor level 47
66th Dusk 123rd year of Ascendancy at 20:57 see stats
Are you out of your mind?! (Madness (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By HarleyM the Shalore Possessor level 46
50th Pyre 123rd year of Ascendancy at 14:39 see stats
Ay ay captain! (Madness (Roguelike) difficulty)
Turn into a pirate!By HarleyM the Shalore Possessor level 17
72nd Dusk 122nd year of Ascendancy at 22:53 see stats
Back and there again (Madness (Roguelike) difficulty)
Opened a portal to the Far East from Maj'Eyal.By HarleyM the Shalore Possessor level 50
37th Pyre 124th year of Ascendancy at 00:44 see stats
Brave new world (Madness (Roguelike) difficulty)
Went to the Far East and took part in the war.By HarleyM the Shalore Possessor level 43
32nd Pyre 123rd year of Ascendancy at 12:35 see stats
Bringer of Doom (Madness (Roguelike) difficulty)
Killed a Bringer of Doom.By HarleyM the Shalore Possessor level 28
60th Haze 122nd year of Ascendancy at 23:32 see stats
Catch that Plumpkin! (Madness (Roguelike) difficulty)
Finish the Plumpkin event.By HarleyM the Shalore Possessor level 24
28th Haze 122nd year of Ascendancy at 14:35 see stats
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By HarleyM the Shalore Possessor level 15
61st Dusk 122nd year of Ascendancy at 18:58 see stats
Destroyer of the creation (Madness (Roguelike) difficulty)
Killed Slasul.By HarleyM the Shalore Possessor level 50
41st Regrowth 124th year of Ascendancy at 10:16 see stats
Destroyer's bane (Madness (Roguelike) difficulty)
Killed Golbug the Destroyer.By HarleyM the Shalore Possessor level 41
28th Pyre 123rd year of Ascendancy at 07:58 see stats
Don't Poosh it! (Madness (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By HarleyM the Shalore Possessor level 48
24th Haze 123rd year of Ascendancy at 02:49 see stats
Dragon's Greed (Madness (Roguelike) difficulty)
Amassed 8000 gold pieces.By HarleyM the Shalore Possessor level 30
2nd Decay 122nd year of Ascendancy at 04:58 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By HarleyM the Shalore Possessor level 22
5th Haze 122nd year of Ascendancy at 23:23 see stats
Eye of the storm (Madness (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By HarleyM the Shalore Possessor level 48
52nd Haze 123rd year of Ascendancy at 22:08 see stats
Fear me not! (Madness (Roguelike) difficulty)
Survived the Fearscape!By HarleyM the Shalore Possessor level 40
23rd Pyre 123rd year of Ascendancy at 23:30 see stats
Flooder (Madness (Roguelike) difficulty)
Defeated Ukllmswwik while doing his own quest.By HarleyM the Shalore Possessor level 50
16th Regrowth 124th year of Ascendancy at 12:07 see stats
Got eggs? (Madness (Roguelike) difficulty)
Finish the Pikataclysm event.By HarleyM the Shalore Possessor level 28
48th Haze 122nd year of Ascendancy at 10:25 see stats
Guiding Hand (Madness (Roguelike) difficulty)
Saved all escorted adventurers.By HarleyM the Shalore Possessor level 37
74th Regrowth 123rd year of Ascendancy at 03:57 see stats
Home sweet home (Madness (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By HarleyM the Shalore Possessor level 33
10th Regrowth 123rd year of Ascendancy at 03:18 see stats
I cleared the room of death and all I got was this lousy achievement! (Madness (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By HarleyM the Shalore Possessor level 50
7th Pyre 124th year of Ascendancy at 22:30 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By HarleyM the Shalore Possessor level 10
5th Dusk 122nd year of Ascendancy at 11:04 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By HarleyM the Shalore Possessor level 20
1st Haze 122nd year of Ascendancy at 00:04 see stats
Level 30 (Madness (Roguelike) difficulty)
Got a character to level 30.By HarleyM the Shalore Possessor level 30
2nd Decay 122nd year of Ascendancy at 04:27 see stats
Level 40 (Madness (Roguelike) difficulty)
Got a character to level 40.By HarleyM the Shalore Possessor level 40
20th Pyre 123rd year of Ascendancy at 14:11 see stats
Level 50 (Madness (Roguelike) difficulty)
Got a character to level 50.By HarleyM the Shalore Possessor level 50
78th Haze 123rd year of Ascendancy at 13:54 see stats
Look at me, I'm playing a roguelike! (Madness (Roguelike) difficulty)
Linked yourself in the in-game chat.By HarleyM the Shalore Possessor level 43
32nd Pyre 123rd year of Ascendancy at 16:59 see stats
Overpowered! (Madness (Roguelike) difficulty)
Did over 6000 damage in one attack.By HarleyM the Shalore Possessor level 48
24th Haze 123rd year of Ascendancy at 02:24 see stats
Rescuer of the lost (Madness (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By HarleyM the Shalore Possessor level 35
49th Regrowth 123rd year of Ascendancy at 19:11 see stats
Savior of the damsels in distress (Madness (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By HarleyM the Shalore Possessor level 35
16th Regrowth 123rd year of Ascendancy at 13:32 see stats
Shasshhiy'Kaish (Madness (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By HarleyM the Shalore Possessor level 41
28th Pyre 123rd year of Ascendancy at 01:11 see stats
Size is everything (Madness (Roguelike) difficulty)
Did over 1500 damage in one attack.By HarleyM the Shalore Possessor level 29
73rd Haze 122nd year of Ascendancy at 21:50 see stats
Size matters (Madness (Roguelike) difficulty)
Did over 600 damage in one attack.By HarleyM the Shalore Possessor level 11
34th Dusk 122nd year of Ascendancy at 06:07 see stats
Sliders (Madness (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By HarleyM the Shalore Possessor level 41
28th Pyre 123rd year of Ascendancy at 14:49 see stats
That was close (Madness (Roguelike) difficulty)
Killed your target while having only 1 life left.By HarleyM the Shalore Possessor level 10
5th Dusk 122nd year of Ascendancy at 16:33 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By HarleyM the Shalore Possessor level 11
30th Dusk 122nd year of Ascendancy at 09:23 see stats
The Legend of Garkul (Madness (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By HarleyM the Shalore Possessor level 48
39th Haze 123rd year of Ascendancy at 07:54 see stats
The bigger the better! (Madness (Roguelike) difficulty)
Did over 3000 damage in one attack.By HarleyM the Shalore Possessor level 34
13rd Regrowth 123rd year of Ascendancy at 00:04 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By HarleyM the Shalore Possessor level 8
9th Flare 122nd year of Ascendancy at 15:25 see stats
There and back again (Madness (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By HarleyM the Shalore Possessor level 47
66th Dusk 123rd year of Ascendancy at 19:25 see stats
Thralless (Madness (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By HarleyM the Shalore Possessor level 28
60th Haze 122nd year of Ascendancy at 04:22 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By HarleyM the Shalore Possessor level 20
2nd Haze 122nd year of Ascendancy at 05:27 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By HarleyM the Shalore Possessor level 14
39th Dusk 122nd year of Ascendancy at 19:47 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By HarleyM the Shalore Possessor level 34
13rd Regrowth 123rd year of Ascendancy at 17:57 see stats
Vampire crusher (Madness (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By HarleyM the Shalore Possessor level 38
75th Regrowth 123rd year of Ascendancy at 14:21 see stats
Well trained (Madness (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By HarleyM the Shalore Possessor level 48
39th Haze 123rd year of Ascendancy at 23:20 see stats
Log
Talent Possess is ready to use.
HarleyM evades Stone golem.
HarleyM evades Minotaur.
HarleyM casts Rune: Shielding.
A shield forms around HarleyM.
HarleyM uses Gnaw.
HarleyM misses Minotaur.
HarleyM misses Minotaur.
HarleyM misses Minotaur.
Minotaur uses Sunder Arms.
Force Shield misses Minotaur.
Force Shield misses Minotaur.
Force Shield misses Minotaur.
HarleyM's fighting ability is impaired!
Stone golem is confused and fails to use Attack.
Minotaur hits HarleyM for (46 resist armour), (185 absorbed), 0 physical (0 total damage).
HarleyM hits Minotaur for 30 light, 101 physical, 15 blight, 11 darkness, 5 fire, 13 acid, 9 arcane (185 total damage).
HarleyM tessellates his cloak!
HarleyM's ability to fight has recovered.
HarleyM deactivates Channel Pain.
HarleyM deactivates Hymn of Shadows.
HarleyM's armour is more intact.
HarleyM is no longer empowered.
HarleyM deactivates Chant of Fortress.
HarleyM deactivates Yarrrr!!.
The shield around HarleyM crumbles.
HarleyM deactivates Force Shield.
HarleyM deactivates Premonition.



















































































































































































































