









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict.
- Start a New Game.
- Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively.
- You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is.
Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness)
- Extra Points -> Gives many more points than vanilla in any difficulty
- Cheatish -> Gives way more points than you'll ever need
- Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options.
Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes
- All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options.
- MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to.
POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Items Vault 1.5.0Donators/Buyers bonus! Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Experience Controller 1.4.8
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Doombringer |
| Level / Exp | 50 / 1153% |
| Size | big |
| Lifes / Deaths | Killed by Zaxine at level 50 on the 1st Time of Balance 124th year of Ascendancy at 07:30 / 1 |
Primary Stats
| Strength | 148 (base 60) |
| Dexterity | 84 (base 60) |
| Constitution | 72 (base 60) |
| Magic | 81 (base 60) |
| Willpower | 79 (base 60) |
| Cunning | 79 (base 60) |
Resources
| Mana | 1974/1974 |
| Equilibrium | 116 |
| Vim | 1460/1460 |
| Life | 23715/23718 |
| Positive | 1412/1412 |
| Stamina | 1624/1624 |
| Paradox | 300 |
| Healing Factor | 1.3842975206612 |
| Regeneration | 175.14753243465 |
Speed
| Mental | +263.2% |
| Attack | +263.2% |
| Movement | +451% |
| Spell | +263.2% |
| Global | +421.00529631192% |
Vision
| Sight | 10 |
| Lite | 18 |
| Infravision | 14 |
| See Stealth | 138.52754677317 |
| See Invisible | 138.52754677317 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 498 |
| Accuracy | 124 |
| Crit Chance | 288% |
| APR | 162 |
| Speed | 0.28 |
Offense: Spell
| Spellpower | 123 |
| Crit Chance | 100% |
| Speed | 0.27533039647577 |
| Cooldown Reduction | 95.55 |
Offense: Mind
| Mindpower | 130 |
| Crit Chance | 91% |
| Speed | 0.27533039647577 |
Offense: Damage Bonus
| Acid | +98% |
| Blight | +124% |
| Arcane | +110% |
| Cold | +110% |
| Lightning | +134% |
| Darkness | +113% |
| Light | +176% |
| Temporal | +98% |
| Physical | +115% |
| Mind | +123% |
| Fire | +188% |
| Nature | +98% |
Offense: Damage Penetration
| Acid | +98% |
| Blight | +108% |
| Arcane | +98% |
| Cold | +98% |
| All | 0% |
| Mind | +128% |
| Lightning | +110% |
| Light | +98% |
| Temporal | +98% |
| Physical | +98% |
| Darkness | +108% |
| Fire | +98% |
| Nature | +98% |
Defense: Base
| Armour (hardiness) | 185.94215055843 (100%) |
| Defense | 114 |
| Ranged Defense | 114 |
| Fatigue | 0 |
| Physical Save | 176 |
| Spell Save | 200 |
| Mental Save | 177 |
Defense: Resistances
| Acid | + 66%(100%) |
| Blight | + 66%(100%) |
| Arcane | +100%(100%) |
| Cold | + 66%(100%) |
| All | +113%(100%) |
| Mind | + 66%(100%) |
| Lightning | + 66%(100%) |
| Light | + 66%(100%) |
| Temporal | + 66%(100%) |
| Physical | + 66%(100%) |
| Darkness | + 66%(100%) |
| Fire | + 66%(100%) |
| Nature | + 66%(100%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Teleport Resistance | 10% |
| Confusion Resistance | 100% |
| Disarm Resistance | 38% |
| Stun Resistance | 30% |
| Instadeath Resistance | 100% |
| Blind Resistance | 44% |
Inscriptions (2/5)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 115.25 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 1 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 100 damage for 5 turns. |
Class Talents
| Corruption / Shadowflame | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Torture | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Heart of Fire | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Fearfire | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Wrath | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Brutality | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Chronomancy | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Demonic strength | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 4.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Oppression | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Doomelf | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Light | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Mental Tyranny |
| talent | Share the Pain |
| talent | Chant of Resistance |
| talent | Flame of Urh'Rok |
| talent | Eternal Suffering |
| talent | Corruption of the Doomed |
| talent | Horrifying Blows |
| talent | Abyssal Shield |
| talent | Precise Strikes |
| beneficial effect | Next 7 melee attacks are certain to critically strike, and this unit has 58% more critical power. Voracious Blade |
| detrimental effect | The target has been splashed with acid, taking 45.47 acid damage per turn, reducing armour by 44 and attack by 38. Acid Splash |
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 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 Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | 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 gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved Magic by +1. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall. You were forced to kill her. | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky 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 upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * 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: 688. | 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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | 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 7 power out of 20/20) : Effective talent level: 3.6 Power cost: 7 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. |
| Light source | UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+1 eff.) Mindpower: +10 (+2 eff.) Light radius: +10 Absorbs all darkness (power 133, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). It can be used to release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 1022.40 darkness damage (based on Mindpower and charge), costing 4 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | voratun helm 'Scorchdream' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +18 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +12 Str / +7 Wil / +5 Con Changes resistances: +24% mind / +15% physical Changes resistances penetration: +10% blight Changes damage: +9% blight / +15% fire Physical save: +15 (+2 eff.) Mental save: +30 (+3 eff.) Confusion immunity: +50% Mana each turn: +0.12 Spellpower: +4 (+0 eff.) Spell crit. chance: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 6 power out of 35/35) : Effective talent level: 6.0 Power cost: 6 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 53 for 8 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." |
| On fingers | Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% lightning / +12% fire / +12% arcane / +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| On fingers | stralite ring 'Sparkknight'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 8 mind Changes resistances: +12% mind / +30% lightning Changes damage: +15% mind / +21% lightning Blindness immunity: +44% Infravision radius: +4 See stealth: +21 See invisible: +21 Rings can have magical properties. |
| Around waist | Neira's MemoryPowered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 302, based on Magic) for 10 turns, costing 7 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In main hand | dwarven-steel greatmaul 'Isledakira' (40-60 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 10 arcane resource burn * 20% chance to daze at end of turn * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) When wielded/worn: Accuracy: +10 (+1 eff.) Defense: +12 (+2 eff.) Changes stats: +5 Str / +4 Dex / +2 Mag / +5 Wil / +3 Cun / +3 Con Changes resistances: +9% light Changes resistances penetration: +12% lightning Reduces incoming crit damage: 10.00% Disarm immunity: +38% Massive two-handed mauls. This object's appearance was changed to Obliterator. |
| On hands | Dakhtun's Gauntlets (0 def, 6 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: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
| Main armor | Bikini (0 def, 0 armour)2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
| Cloak | elven-silk cloak 'Erelafast' (17 def, 19 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour: +19 Defense: +17 (+3 eff.) Fatigue: -8% Changes stats: +4 Str / +6 Dex Changes damage: +9% blight Grants telepathy: Humanoid/Orc Physical save: +25 (+3 eff.) Spell save: +25 (+2 eff.) Mental save: +25 (+3 eff.) Maximum vim: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Cloudwreck the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +14 (+2 eff.) Physical power: +8 (+1 eff.) Armour: +2 Defense: +8 (+1 eff.) Changes stats: +11 Lck Changes resistances: +2% physical / +20% mind / +5% arcane Changes damage: +3% lightning / +7% physical Confusion immunity: +39% Teleport immunity: +10% Combat speed: +10% Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
Inventory
Infusion of Wild Growth (Rad 5 for 10 turns)Infused by nature 0.10 Encumbrance. [Plot Item] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 342.57 physical damage and 630.96 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. 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. |
Primal Infusion (affinity 17%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 17% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
This item will automatically be transmogrified when you leave the level.heroism infusion (+8 for 13 turns, die at -677) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 13 turns. While Heroism is active, you will only die when reaching -677 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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.insidious poison infusion of the psychic (135 nature damage, 53% healing reduction) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to spit a bolt of poison doing 134.64 nature damage per turn for 7 turns, and reducing the target's healing received by 53%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 18%; cure mental)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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. |
Elixir of Explosive ForceInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your chance to critically strike with spells by 4%. A vial of churning orange fluid. |
Elixir of SerendipityInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your luck by 5. A vial of lively yellow fluid. |
Rune of Reflection (absorb and reflect 505 for 5 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: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 505 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (466.00 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: 1 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell Description: Inflicts 922.68 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. |
phase door rune (range 10; power 15; dur 5)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Spell (28% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
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. |
Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Tome of WildfirePowered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / tome It can be used to learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
BethewenInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 12 mind / 12 acid Changes resistances: +25% mind / +15% acid Changes resistances penetration: +25% acid Changes damage: +9% acid / +15% mind Confusion immunity: +50% Amulets can have magical properties. |
Choker of DreadPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Blindness immunity: +100% Spellpower: +5 (+1 eff.) See invisible: +10 It can be used to summon an elder vampire to your side for 15 turns, costing 20 power out of 60/60. The evilness of undeath radiates from this amulet. |
Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 10 power out of 60/60) : Effective talent level: 2.0 Power cost: 10 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
This item will automatically be transmogrified when you leave the level.Flashbrace the voratun amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +16 (+2 eff.) Defense: +20 (+3 eff.) Effects on melee hit: * 40% chance to daze at end of turn Changes stats: +14 Lck Changes resistances: +12% darkness / +2% physical Physical save: +30 (+4 eff.) Disease immunity: +10% Silence immunity: +20% Pinning immunity: +10% Stun/Freeze immunity: +20% Knockback immunity: +25% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Reduce all damage from unseen attackers: 20% Amulets can have magical properties. |
Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 312 strength, based on Magic) for 5 turns, costing 8 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Shard of InsanityInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage (Melee): 5 % chance of confusion Damage when hit (Melee): 5 % chance of confusion Changes resistances: -10% mind Changes resistances penetration: +20% mind Changes damage: +25% mind Mental save: +35 (+4 eff.) Confusion immunity: -100% Mindpower: +8 (+1 eff.) It can be used to activate talent Inner Demons (costing 10 power out of 30/30) : Effective talent level: 4.0 Power cost: 10 out of 30/30. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 33% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
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... |
voratun amulet 'Camandil'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Cun / +3 Con Equilibrium when hit: +0.16 Psi when hit: +0.20 Light radius: +3 Infravision radius: +3 See invisible: +24 Amulets can have magical properties. |
voratun amulet 'Ivydabremina'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +20 Changes stats: +10 Str / +10 Dex / +13 Wil / +2 Cun Changes resistances: +15% physical / +3% light / +9% cold / +6% nature / +6% mind Changes damage: +3% mind Critical mult.: +20.00% Spell save: +10 (+1 eff.) Stamina each turn: +1.10 Equilibrium when hit: +0.04 Amulets can have magical properties. |
Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+1 eff.) Life regen: +0.15 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
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 (+1 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 / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +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 offense +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +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. |
Siloba the DourwrestCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +8 Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +4 Str / +9 Dex / +4 Wil / +6 Cun / +3 Con Mental save: +8 (+1 eff.) Rings can have magical properties. |
The Black RingPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Talent mastery: +0.20 Corruption / Fearfire Spell save: +7 (+0 eff.) Shadow Power: +5 Grants spell-crit equal to half of your Shadow Power. Talent on hit(spell): Darkfire (10% chance level 3). "An innocuous bauble. Until you look through the hole." |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 37.73 cold and 38.63 physical damage (based on Willpower) each turn and knocking opponents back, costing 20 power out of 60/60. This azure ring seems to be always moist to the touch. |
Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+1 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 2 power out of 6/6) : Effective talent level: 4.0 Power cost: 2 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 649.46 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
Voritta the PyrewalkerInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 12 temporal / 20 fire Changes resistances: +6% temporal / +30% cold Changes damage: +15% temporal / +15% cold Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings can have magical properties. |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: 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, costing 1 power out of 1/1. "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? |
mule's copper ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Blindness immunity: +23% Infravision radius: +3 See stealth: +6 See invisible: +5 Rings can have magical properties. |
steel ring 'Beluntir'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Mag Life regen: +0.80 Mana each turn: +0.04 Maximum life: +45.00 Maximum mana: +40.00 Spellpower: +20 (+3 eff.) Healing mod.: +14% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings can have magical properties. |
steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +9 Defense: +8 (+1 eff.) It can be used to activate talent Disengage, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings 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. |
Abysstaint the dwarven-steel battleaxe (47.5-71.25 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 47.5 - 71.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +12 fire When wielded/worn: Changes resistances: +6% light / +9% blight Changes resistances penetration: +10% fire Mental save: +34 (+3 eff.) Blindness immunity: +25% Poison immunity: +20% Pinning immunity: +15% Massive two-handed battleaxes. |
Berykan the steel battleaxe (19.5-29.25 power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.5 - 29.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 24 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +12 acid When wielded/worn: Accuracy: +19 (+2 eff.) Defense: +20 (+3 eff.) Effects on melee hit: * Slows global speed by 15% Changes resistances: +5% arcane / +3% light Spell save: +20 (+1 eff.) Disarm immunity: +66% Massive two-handed battleaxes. |
Delivon the Bleakdream (19.5-29.25 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 19.5 - 29.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +13 lightning Burst (radius 1) on hit: +8 blight When wielded/worn: Damage when hit (Melee): 8 darkness / 8 blight Changes resistances: +9% darkness Changes resistances penetration: +10% darkness Changes damage: +21% darkness Massive two-handed battleaxes. |
Drake's Bane (52-78 power, 21 apr)Requires: - Strength 45 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Physical save: +9 (+1 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Eleyaba the dwarven-steel battleaxe (32.5-48.75 power, 2 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * cripple the target Burst (radius 1) on hit: +4 temporal When wielded/worn: Accuracy: +12 (+1 eff.) Physical crit. chance: +12.0% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str Changes damage: +3% temporal / +12% physical Stamina when hit: +2.00 Maximum vim: +40.00 Massive two-handed battleaxes. |
Glorosena the dwarven-steel battleaxe (31.5-47.25 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 42 bleeding, 94% reduced healing When wielded/worn: Physical crit. chance: +16.0% Physical power: +14 (+1 eff.) Changes stats: +6 Str / +5 Mag Changes damage: +12% arcane Grants telepathy: Dragon Light radius: +2 Infravision radius: +2 Massive two-handed battleaxes. |
Khulmanar's Wrath (70-105 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. Base power: 70.0 - 105.0 Uses stats: 40% Wil, 50% Mag, 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 12 power out of 35/35) : Effective talent level: 3.0 Power cost: 12 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 647.43 fire damage, and flames will be left dealing a further 151.47 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. |
The Gaping Maw (72-108 power, 4 apr)Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stats: 40% Wil, 50% Mag, 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 crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
Velawe the steel battleaxe (24-36 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 24.0 - 36.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +10 nature / +16 temporal When wielded/worn: Changes damage: +12% blight Mental save: +20 (+2 eff.) Mana when firing critical spell: +3.00 Maximum psi: +50.00 Spell crit. chance: +3% Mental crit. chance: +7% Massive two-handed battleaxes. |
Xerokira the steel battleaxe (22-33 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.0 - 33.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +8 mind When wielded/worn: Armour penetration: +10 Damage when hit (Melee): 8 mind Changes resistances: +6% mind Changes resistances penetration: +5% mind / +10% physical Changes damage: +6% temporal / +10% physical Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed battleaxes. |
Yvira the Galebrawn (57.5-86.25 power, 4 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stats: 40% Wil, 50% Mag, 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: * 40% chance to inflict 15% damage reduction Damage (Melee): +12 lightning Burst (radius 1) on hit: +28 fire When wielded/worn: Armour penetration: +8 Physical crit. chance: +3.0% Defense: +11 (+2 eff.) Ranged Defense: +11 (+2 eff.) Changes stats: +6 Dex / +3 Con Changes resistances: +6% lightning / +3% physical Critical mult.: +9.00% Healing mod.: +35% Massive two-handed battleaxes. |
Zubuyara (18-27 power, 2 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 18.0 - 27.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 19% chance to cause random gloom Damage (Melee): +7 mind When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +3 Cun / +3 Wil Changes resistances: +9% acid / +6% darkness / +3% light Physical save: +9 (+1 eff.) Stun/Freeze immunity: +20% Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Shaderansom' (33-49.5 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.0 - 49.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Burst (radius 2) on crit: +8 darkness When wielded/worn: Accuracy: +12 (+1 eff.) Defense: +14 (+2 eff.) Damage when hit (Melee): 20 darkness / 20 mind Changes stats: +2 Cun Changes resistances penetration: +10% mind Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +53% Psi when hit: +0.20 Mindpower: +4 (+1 eff.) Massive two-handed battleaxes. |
iron battleaxe of dampening (16.5-24.75 power, 1 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 16.5 - 24.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +10% acid / +10% fire / +10% lightning / +10% cold Spell save: +9 (+0 eff.) Massive two-handed battleaxes. |
iron battleaxe of persecution (13.5-20.25 power, 1 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.5 - 20.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage against: +9% Unnatural When wielded/worn: Changes stats: +2 Wil Massive two-handed battleaxes. |
Aerygavena the Sewergrinder (10-13 power, 6 apr)Requires: - Dexterity 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex 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: * 40% chance to daze at end of turn Damage (Melee): +8 nature Burst (radius 2) on crit: +4 nature / +5 fire When wielded/worn: Damage when hit (Melee): 8 nature Changes resistances penetration: +10% lightning / +6% fire Changes damage: +12% lightning Global speed: +2% Sharp, short and deadly. |
Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 40% Wil, 100% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+1 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Glittermoon the voratun dagger (39.5-51.35 power, 9 apr)Requires: - Dexterity 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 20% chance to torment the target On weapon crit: * burns latent spell energy Damage (Melee): +34 insidious poison When wielded/worn: Armour: +6 Changes resistances penetration: +10% mind / +8% darkness Changes damage: +6% light Cut immunity: +15% Pinning immunity: +5% Sharp, short and deadly. |
Glorarina the dwarven-steel dagger (18-23.4 power, 7 apr)Requires: - Dexterity 24 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 8 mind Changes resistances: +15% acid / +6% light / +8% fire / +11% cold / +5% arcane / +11% lightning Changes resistances penetration: +15% mind Spell save: +8 (+0 eff.) Silence immunity: +15% Sharp, short and deadly. |
Healpyre the voratun dagger (36.5-47.45 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 40% Wil, 45% Str, 50% Mag, 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 hit: * Random elemental explosion Damage (Melee): +8 mind / +20 nature Burst (radius 2) on crit: +8 nature When wielded/worn: Damage when hit (Melee): 8 light / 4 temporal Changes resistances: +9% temporal / +9% mind / +15% nature Changes resistances penetration: +14% acid / +13% fire / +12% cold / +10% mind / +14% lightning Changes damage: +6% nature / +6% temporal Sharp, short and deadly. |
Hellfiend (21.5-27.95 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.5 - 27.9 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +12 light Damage against: +13% Undead When wielded/worn: Changes resistances: +12% light / +9% fire Changes damage: +21% light / +27% fire Sharp, short and deadly. |
Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 40% Wil, 45% Str, 50% Mag, 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. |
Leleharavon the Dawnmonster (21-27.3 power, 10 apr)Requires: - Dexterity 24 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 2) on crit: +16 physical When wielded/worn: Armour penetration: +4 Effects on melee hit: * 30% chance to blind Physical save: +38 (+5 eff.) Sharp, short and deadly. |
Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 50% Mag, 30% Cun, 40% Wil, 35% Str, 35% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 9 power out of 40/40) : Effective talent level: 3.0 Power cost: 9 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 156.25 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Moon (30-39 power, 30 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Silyra (10.5-13.65 power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Slows global speed by 5% When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Str / +2 Mag Changes resistances: +3% nature / +9% light Sharp, short and deadly. |
Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 40% Wil, 45% Str, 55% 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 (+1 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. |
Sunslicer (43-55.9 power, 14 apr)Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 43.0 - 55.9 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Light Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +14 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +48 insidious poison When wielded/worn: Changes stats: +3 Con Changes damage: +6% light / +30% physical Physical save: +6 (+1 eff.) Sharp, short and deadly. |
Ulykhad (36.5-47.45 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Burst (radius 1) on hit: +16 fire When wielded/worn: Armour: +14 Changes stats: +3 Cun Changes resistances: +5% arcane / +6% fire / +12% nature / +6% light Stun/Freeze immunity: +10% Only die when reaching: -20.00 life Sharp, short and deadly. |
Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 45% Dex, 60% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 3 power out of 10/10) : Effective talent level: 2.0 Power cost: 3 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 478.17 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 40% Wil, 55% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+3 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
dwarven-steel dagger 'Erelydan' (23.5-30.55 power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 23.5 - 30.6 Uses stats: 40% Wil, 45% Str, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (Melee): +34 insidious poison When wielded/worn: Accuracy: +9 (+1 eff.) Defense: +5 (+1 eff.) Changes stats: +1 Str Changes resistances: +5% arcane Disarm immunity: +22% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.flaming voratun dagger of ruin (37-48.1 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 37.0 - 48.1 Uses stats: 40% Wil, 45% Dex, 50% Mag, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Burst (radius 1) on hit: +16 fire When wielded/worn: Armour penetration: +12 Physical crit. chance: +10.0% Critical mult.: +16.00% Sharp, short and deadly. |
Aeralranne the Shadewhisper (17-25.5 power, 1 apr)Requires: - Strength 11 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.0 - 25.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +12 nature Burst (radius 2) on crit: +12 darkness When wielded/worn: Damage when hit (Melee): 12 darkness / 4 acid Changes resistances: +6% darkness Changes damage: +9% darkness Massive two-handed mauls. |
Amytoyon the Blindlace (28-42 power, 2 apr)Requires: - Strength 16 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 2) on crit: +4 light When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes resistances: +6% light Light radius: +3 Massive two-handed mauls. |
Barktrial the voratun greatmaul (67.5-101.25 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. Base power: 67.5 - 101.3 Uses stats: 40% Wil, 50% Mag, 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 crit: * splashes the target with acid Damage (Melee): +28 acid / +12 nature Burst (radius 1) on hit: +8 acid When wielded/worn: Effects on melee hit: * Slows global speed by 31% Damage when hit (Melee): 16 nature Changes stats: +5 Cun Changes resistances: +31% acid Mental save: +12 (+1 eff.) Mental crit. chance: +3% Massive two-handed mauls. |
Cuthestir the Brightwrack (63.5-95.25 power, 4 apr)Requires: - Strength 48 Infused by nature Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 63.5 - 95.3 Uses stats: 40% Wil, 50% Mag, 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: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +14 insidious poison / +10 temporal / +14 nature Burst (radius 2) on crit: +4 light When wielded/worn: Changes resistances: +3% light Changes damage: +9% light Massive two-handed mauls. |
Cuthyhek the Prismviper (52-78 power, 3 apr)Requires: - Strength 35 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 52.0 - 78.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +28 temporal / +21 nature / +16 fire Burst (radius 1) on hit: +4 light / +12 fire When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 temporal Changes resistances: +6% light / +15% fire Light radius: +1 Massive two-handed mauls. |
Demonkiss (68-102 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. Base power: 68.0 - 102.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Mind 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) * 40% chance to cause random gloom On weapon crit: * splashes the target with acid Damage (Melee): +24 acid / +12 darkness / +8 mind When wielded/worn: Changes resistances penetration: +10% darkness Changes damage: +9% mind / +18% temporal Massive two-handed mauls. |
Dream Malleus (68-102 power, 8 apr)Requires: - Willpower 25 - Strength 25 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stats: 110% Wil, 50% Mag, 70% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 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): +14 insidious poison / +17 mind When wielded/worn: Changes stats: +2 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 Stamina each turn: +0.40 Psi each turn: +0.10 Mindpower: +15 (+2 eff.) Mental crit. chance: +5% 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. |
Erelydunantir the Cracklepiety (39.5-59.25 power, 2 apr)Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 39.5 - 59.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +20 darkness Damage against: +20% Living When wielded/worn: Armour penetration: +3 Armour: +10 Damage when hit (Melee): 8 lightning / 16 physical Changes stats: +2 Dex Changes resistances: +6% mind Reduces incoming crit damage: 15.00% Massive two-handed mauls. |
Glarelord the voratun greatmaul (80.5-120.75 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 80.5 - 120.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion Damage Shield penetration (this weapon only): +20% Damage (Melee): +35 cold When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 4 blight Changes stats: +2 Wil Changes resistances penetration: +24% acid / +24% fire / +23% cold / +10% arcane / +21% lightning Changes damage: +9% light Spell save: +3 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +3% Massive two-handed mauls. |
Gleamclamor the stralite greatmaul (73.5-110.25 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. Base power: 73.5 - 110.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +8 mind When wielded/worn: Damage when hit (Melee): 16 light Changes stats: +2 Cun / +3 Wil Changes resistances: +12% light Changes resistances penetration: +25% light Changes damage: +6% arcane Critical mult.: +10.00% Mental crit. chance: +5% Massive two-handed mauls. |
Hellzephyr the dwarven-steel greatmaul (40-60 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 40.0 - 60.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom Damage (Melee): +28 fire / +12 mind / +14 cold Burst (radius 1) on hit: +16 fire When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +9% fire Changes damage: +6% mind Massive two-handed mauls. |
Ivomita (43-64.5 power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 43.0 - 64.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Fatigue: -4% Damage when hit (Melee): 16 acid Changes stats: +2 Dex / +3 Mag / +9 Con Infravision radius: +3 Massive two-handed mauls. |
Mardedir the Smolderwish (17.5-26.25 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. Base power: 17.5 - 26.3 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Burst (radius 1) on hit: +9 fire When wielded/worn: Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +9% acid / +3% fire Changes damage: +9% acid / +6% fire Massive two-handed mauls. |
Obliterator (48-72 power, 10 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +0.0% Attack speed: 100% Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
Radhyrab (67.5-101.25 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.5 - 101.3 Uses stats: 40% Wil, 50% Mag, 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: * 20% chance to torment the target Damage (Melee): +79 insidious poison When wielded/worn: Accuracy: +14 (+2 eff.) Armour penetration: +10 Changes resistances: +6% cold / +3% light / +3% temporal Changes resistances penetration: +13% physical / +10% mind / +7% darkness Reduces incoming crit damage: 15.00% Physical save: +15 (+2 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed mauls. |
Stormmonster the dwarven-steel greatmaul (45-67.5 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +16 lightning Burst (radius 1) on hit: +12 lightning When wielded/worn: Fatigue: -6% Changes stats: +4 Con / +1 Mag Changes resistances: +9% lightning Changes resistances penetration: +5% lightning Infravision radius: +2 Massive two-handed mauls. |
Tirakai's Maul (32-41.6 power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 41.6 Uses stats: 40% Wil, 60% 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. |
Voidvice (65-97.5 power, 23 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 65.0 - 97.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +23 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 23% chance to disease Damage Shield penetration (this weapon only): +72% Damage (Melee): +28 blight / +20 acid When wielded/worn: Armour penetration: +14 Effects on melee hit: * 15% chance to corrode armour by 30% Changes resistances: +3% darkness Changes resistances penetration: +10% acid / +17% physical Changes damage: +6% acid / +16% physical / +6% arcane Disease immunity: +45% Massive two-handed mauls. |
dwarven-steel greatmaul 'Salann' (43-64.5 power, 2 apr)Requires: - Strength 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.0 - 64.5 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +56 insidious poison / +12 blight Burst (radius 1) on hit: +16 blight When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 20 blight Changes stats: +2 Con / +2 Wil Light radius: +3 Infravision radius: +3 Massive two-handed mauls. |
iron greatmaul 'Liseba' (28-42 power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 28.0 - 42.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Burst (radius 2) on crit: +8 mind When wielded/worn: Changes stats: +1 Cun Changes resistances: +12% mind Changes resistances penetration: +15% mind Grants telepathy: Demon/Minor Demon/Major Equilibrium when hit: +0.04 Massive two-handed mauls. |
steel greatmaul of the leech (28-42 power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.0 - 42.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Slows global speed by 7% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 13 nature slow Massive two-handed mauls. |
Champion's Will (67-107.2 power, 22 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 40% Wil, 115% Str, 50% Mag, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 340 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 10 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
This item will automatically be transmogrified when you leave the level.Dethblyd (70-112 power, 18 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 70.0 - 112.0 Uses stats: 40% Wil, 60% Mag, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +20.0% Attack speed: 100% On weapon hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. Lifesteal (this weapon only): +5% When wielded/worn: Changes stats: +10 Str / +8 Mag / +5 Con Talent masteries: +0.10 Corruption / Torture +0.20 Corruption / Brutality +0.20 Corruption / Wrath Talents cooldown: Draining Assault (-1 turn) Abduction (-1 turn) Detonating Charge (-1 turn) Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
Flamebraid the stralite greatsword (51-81.6 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.0 - 81.6 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion Damage (Melee): +8 mind When wielded/worn: Changes resistances: +15% mind / +18% blight Changes resistances penetration: +21% acid / +19% fire / +20% lightning / +19% cold Changes damage: +12% fire Silence immunity: +20% Confusion immunity: +10% Massive two-handed swords. |
Gloth the dwarven-steel greatsword (37-59.2 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.0 - 59.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +13 (+2 eff.) Defense: +22 (+4 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances penetration: +10% temporal Physical save: +9 (+1 eff.) Poison immunity: +10% Disease immunity: +10% Disarm immunity: +62% Only die when reaching: -80.00 life Massive two-handed swords. |
Kindleshaper (35-56 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 35.0 - 56.0 Uses stats: 40% Wil, 50% Mag, 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% Burst (radius 2) on crit: +8 fire When wielded/worn: Changes resistances: +9% light Changes resistances penetration: +10% light Changes damage: +6% light / +12% fire Massive two-handed swords. |
Strikesnake (50.5-80.8 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 50.5 - 80.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +24 lightning When wielded/worn: Damage when hit (Melee): 16 mind Changes resistances penetration: +20% lightning Maximum hate: +4.00 Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +20 Massive two-handed swords. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
iron greatsword (18-28.8 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.0 - 28.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.plaguebringer's voratun greatsword of evisceration (61.5-98.4 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease On weapon crit: * wounds the target for 7 turns: 42 bleeding, 94% reduced healing Damage (Melee): +19 blight When wielded/worn: Physical crit. chance: +19.0% Physical power: +21 (+2 eff.) Disease immunity: +48% Massive two-handed swords. |
steel greatsword 'Flashvalor' (23-36.8 power, 2 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.0 - 36.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Light 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 corrode armour by 30% Damage (Melee): +12 nature / +10 temporal / +8 light When wielded/worn: Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 light Changes damage: +12% acid Light radius: +3 Massive two-handed swords. |
stralite greatsword 'Torigantir' (50-80 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 50.0 - 80.0 Uses stats: 40% Wil, 50% Mag, 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% Damage (Melee): +16 mind Burst (radius 1) on hit: +24 fire When wielded/worn: Effects on melee hit: * 36% chance to corrode armour by 30% Damage when hit (Melee): 24 acid Changes stats: +5 Cun Changes resistances: +18% acid Grants telepathy: Demon/Minor Demon/Major Mental crit. chance: +5% Massive two-handed swords. |
thought-forged iron greatsword of paradox (18-28.8 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.0 - 28.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 16% chance to cause random gloom Damage (Melee): +7 mind / +9 temporal When wielded/worn: Damage when hit (Melee): 9 temporal Changes stats: +2 Cun / +3 Wil Changes resistances: +9% temporal Massive two-handed swords. |
voratun greatsword 'Blindvenom' (63-100.8 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.0 - 100.8 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon crit: * splashes the target with acid Damage (Melee): +36 acid Burst (radius 2) on crit: +16 acid When wielded/worn: Accuracy: +41 (+6 eff.) Armour penetration: +17 Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 light Changes stats: +10 Dex Changes resistances: +6% light / +6% fire Changes resistances penetration: +21% physical Massive two-handed swords. |
voratun greatsword 'Mardichik' (60-96 power, 4 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 50% Mag, 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% Damage Shield penetration (this weapon only): +40% Damage (Melee): +12 arcane When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 12 blight Changes resistances: +14% all Changes resistances penetration: +21% nature Changes damage: +9% blight Maximum mana: +80.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +3% Massive two-handed swords. |
Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
PitchmistressRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon hit: * 40% chance to inflict 15% damage reduction Burst (radius 2) on crit: +4 darkness When wielded/worn: Changes resistances: +15% nature / +3% darkness Changes resistances penetration: +10% nature / +26% physical Changes damage: +15% darkness / +20% physical Longbows are used to shoot arrows at your foes. |
PyrevaultRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Fire Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes resistances: +12% lightning / +12% light / +3% blight / +12% fire / +6% darkness Changes resistances penetration: +15% physical Changes damage: +15% physical Spell save: +6 (+0 eff.) Longbows are used to shoot arrows at your foes. |
SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 133% Firing range: +9 When wielded/worn: Accuracy: +12 (+1 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical It can be used to activate talent Steady Shot (costing 3 power out of 8/8) : Effective talent level: 2.0 Power cost: 3 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Taintonslaught the elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * Slows global speed by 20% Damage (Ranged): +21 lightning Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +10 fire When wielded/worn: Changes resistances: +15% nature Changes resistances penetration: +5% nature Changes damage: +24% lightning / +6% fire Longbows are used to shoot arrows at your foes. |
VelethaRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Changes stats: +6 Dex / +3 Mag Changes resistances penetration: +20% physical Changes damage: +12% mind Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +20 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 50% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-4 eff.) Mindpower: +9 (+2 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Belima the Shinewitch (16.5-23.1 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +20 light / +7 temporal When wielded/worn: Damage when hit (Melee): 8 temporal Changes stats: +2 Mag / +3 Wil Changes resistances: +6% lightning / +10% temporal Changes resistances penetration: +5% light Changes damage: +3% lightning / +6% light Spellpower: +7 (+1 eff.) Sharp, long, and deadly. |
Dawn's Blade (50-70 power, 7 apr)Requires: - Magic 18 - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 It is part of a set of items. If the sun doesn't set, dawn's power lasts forever. Base power: 50.0 - 70.0 Uses stats: 40% Wil, 75% Mag, 80% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 30% light Damage against: +25% Undead / +25% Demon When wielded/worn: Changes resistances penetration: +25% light Changes damage: +18% light Talent masteries: +0.20 Celestial / Sun +0.20 Celestial / Combat +0.20 Celestial / Light Talents cooldown: Healing Light (-2 turns) Suncloak (-3 turns) Providence (-4 turns) Barrier (-2 turns) Spellpower: +10 (+1 eff.) Spell crit. chance: +4% Light radius: +2 It can be used to invoke dawn, inflicting 654.42 light damage in radius 5 (based on Magic) and lighting the area within radius 10, costing 12 power out of 35/35. Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Getidedas the steel longsword (14.5-20.3 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Fatigue: -8% Changes stats: +3 Dex / +5 Wil Changes resistances: +5% all Changes resistances penetration: +9% nature Reduces incoming crit damage: 15.00% Psi when hit: +0.08 Maximum psi: +30.00 Mental crit. chance: +5% Sharp, long, and deadly. |
Glydhenor the Flareslice (24.5-34.3 power, 4 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.5 - 34.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +11 acid When wielded/worn: Armour: +4 Changes resistances: +9% lightning / +12% temporal Changes damage: +6% fire Reduces incoming crit damage: 10.00% Mental save: +20 (+2 eff.) Knockback immunity: +5% Only die when reaching: -40.00 life Sharp, long, and deadly. |
Issindil the Fogknave (14.5-20.3 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 14.5 - 20.3 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 6% chance to corrode armour by 30% When wielded/worn: Damage when hit (Melee): 8 darkness Changes resistances: +6% blight / +5% arcane / +12% lightning Changes resistances penetration: +8% acid Changes damage: +12% darkness Life regen: +0.50 Sharp, long, and deadly. |
Miregorn the stralite longsword (36-50.4 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 36.0 - 50.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 111% When wielded/worn: Accuracy: +13 (+2 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 blight / 12 temporal Changes stats: +5 Dex Changes resistances penetration: +25% blight Changes damage: +21% blight / +9% temporal Sharp, long, and deadly. |
Muckswift the voratun longsword (40.5-56.7 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 50% Mag, 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: * 53% chance to cause random gloom Damage (Melee): +20 temporal / +16 mind / +40 nature Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +12 arcane When wielded/worn: Damage when hit (Melee): 12 arcane Changes resistances: +6% mind / +9% acid Changes damage: +15% nature / +24% arcane Sharp, long, and deadly. |
Obsidiansun the steel longsword (16.5-23.1 power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction On weapon crit: * cripple the target Damage (Melee): +12 arcane When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 8 darkness Changes damage: +15% blight Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, long, and deadly. |
Porenn the stralite longsword (35.5-49.7 power, 5 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.5 - 49.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 1) on hit: +20 mind When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +12% mind / +15% temporal Changes resistances penetration: +10% mind Physical save: +6 (+1 eff.) Spell save: +20 (+1 eff.) Confusion immunity: +15% Knockback immunity: +15% Sharp, long, and deadly. |
Punae's Blade (46-64.4 power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Combat speed: +10% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
Shockumbra the stralite longsword (47.5-66.5 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 47.5 - 66.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +8 physical When wielded/worn: Physical crit. chance: +3.0% Damage when hit (Melee): 16 physical Changes stats: +2 Dex Changes resistances penetration: +10% lightning Physical save: +33 (+4 eff.) Only die when reaching: -60.00 life Maximum stamina: +15.00 Healing mod.: +30% Sharp, long, and deadly. |
Sparkguile the voratun longsword (42.5-59.5 power, 21 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +21 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn Damage Shield penetration (this weapon only): +46% Burst (radius 2) on crit: +8 temporal When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 temporal Changes resistances: +18% lightning Changes damage: +27% lightning Sharp, long, and deadly. |
Spellblade (50-70 power, 0 apr)Requires: - Magic 28 - Strength 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 50.0 - 70.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane Spellpower: +25 (+3 eff.) Spell crit. chance: +9% Light radius: +1 Talent on hit(spell): Lightning (12% chance level 5). Talent on hit(spell): Flame (12% chance level 5). Talent on hit(spell): Manathrust (12% chance level 5). Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
The Black Spike (48-67.2 power, 20 apr)Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
Umbraquake (42.5-59.5 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 40% Wil, 50% Mag, 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% Damage against: +30% Unnatural When wielded/worn: Changes stats: +7 Wil Changes resistances: +12% blight / +30% fire / +12% acid Changes resistances penetration: +20% darkness Mental save: +12 (+1 eff.) Pinning immunity: +20% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Sharp, long, and deadly. |
Urthylathalach the Morningbreacher (30.5-42.7 power, 8 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 30.5 - 42.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Crit. chance: +5.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 11% chance to disease * 20% chance to torment the target Damage (Melee): +7 blight / +8 physical Burst (radius 1) on hit: +12 light When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +7 (+1 eff.) Changes resistances penetration: +9% mind / +7% darkness Physical save: +10 (+2 eff.) Disease immunity: +19% Disarm immunity: +31% Sharp, long, and deadly. |
Velarata (40.5-56.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 50% Mag, 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: * 8% chance to inflict 15% damage reduction * 25% chance for lightning to arc to a second target * 20% chance to curse the target Damage (Melee): +12 lightning When wielded/worn: Armour penetration: +9 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Damage when hit (Melee): 8 temporal Changes resistances: +5% arcane Changes resistances penetration: +10% physical Changes damage: +9% physical Spell save: +3 (+0 eff.) Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.plaguebringer's voratun longsword (41.5-58.1 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to disease Damage (Melee): +19 blight When wielded/worn: Disease immunity: +30% Sharp, long, and deadly. |
stralite longsword 'Healqueller' (35-49 power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 35.0 - 49.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +50 insidious poison / +20 acid Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +12 acid When wielded/worn: Changes resistances: +6% acid Changes resistances penetration: +20% nature Changes damage: +15% acid Sharp, long, and deadly. |
stralite longsword 'Islodhethra' (36-50.4 power, 5 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 36.0 - 50.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Nature Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +17 darkness Damage against: +17% Living When wielded/worn: Armour: +6 Changes resistances: +15% blight / +2% physical / +15% cold Spell save: +30 (+2 eff.) Silence immunity: +15% Disarm immunity: +15% Sharp, long, and deadly. |
Abyssobeisance the dwarven-steel mace (26.5-37.1 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Damage when hit (Melee): 12 fire Changes stats: +4 Cun Changes resistances: +9% fire Changes resistances penetration: +25% mind / +10% fire Critical mult.: +20.00% Psi when hit: +0.12 Blunt and deadly. |
Eilinylle the Sootflash (47-65.8 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+2 eff.) Defense: +13 (+2 eff.) Damage when hit (Melee): 12 darkness Changes stats: +8 Str / +7 Con Changes resistances penetration: +10% darkness Reduces incoming crit damage: 15.00% Disarm immunity: +45% Blunt and deadly. |
Emelokira the dwarven-steel mace (26-36.4 power, 4 apr)Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +35 insidious poison When wielded/worn: Damage when hit (Melee): 16 arcane Changes resistances penetration: +25% arcane Maximum mana: +40.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly. |
Iviwen (45.5-63.7 power, 6 apr)Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stats: 40% Wil, 50% Mag, 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: * 19% chance to corrode armour by 30% On weapon crit: * cripple the target Damage against: +14% Unnatural When wielded/worn: Physical crit. chance: +9.0% Changes stats: +1 Wil / +2 Cun / +2 Con Changes resistances penetration: +10% acid Reduces incoming crit damage: 15.00% Mental save: +30 (+3 eff.) Stun/Freeze immunity: +20% Life regen: +2.50 Blunt and deadly. |
Mucusreeve the voratun mace (45.5-63.7 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 nature / +10 temporal When wielded/worn: Effects on melee hit: * 35% chance to blind Damage when hit (Melee): 23 light Changes resistances penetration: +29% light / +15% darkness Changes damage: +35% nature Blunt and deadly. |
Phoenixsmash (29-40.6 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 29.0 - 40.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +11.0% Changes resistances: +15% mind / +6% fire Changes resistances penetration: +25% mind Changes damage: +6% mind / +21% fire Blunt and deadly. |
Unryduvor the dwarven-steel mace (37-51.8 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 37.0 - 51.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Armour: +6 Changes stats: +4 Dex / +3 Wil Changes damage: +12% mind Grants telepathy: Dragon Physical save: +9 (+1 eff.) Blunt and deadly. |
Xarithra the dwarven-steel mace (28.5-39.9 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Random elemental explosion * 20% chance to torment the target Burst (radius 2) on crit: +14 fire When wielded/worn: Physical crit. chance: +5.0% Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes resistances penetration: +13% acid / +11% darkness / +23% fire / +13% cold / +10% mind / +13% lightning Physical save: +30 (+4 eff.) Stamina each turn: +0.80 Global speed: +4% Blunt and deadly. |
Xudarilaith the Mirewitch (44-61.6 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +12 Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 20 light / 12 nature Changes resistances penetration: +10% physical Changes damage: +15% physical / +6% nature / +6% light Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.arcing voratun mace (47-65.8 power, 6 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.0 - 65.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +20 lightning Blunt and deadly. |
steel mace 'Toleg' (13-18.2 power, 3 apr)Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +8 darkness Damage against: +6% Living When wielded/worn: Changes stats: +3 Wil Changes resistances: +27% acid Changes resistances penetration: +20% arcane Changes damage: +6% arcane Maximum mana: +80.00 Blunt and deadly. |
voratun mace 'Brandhunt' (45.5-63.7 power, 6 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stats: 40% Wil, 50% Mag, 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): +20 light Damage against: +30% Undead When wielded/worn: Damage when hit (Melee): 24 mind Changes stats: +2 Cun Changes resistances: +19% mind / +9% fire Changes resistances penetration: +15% mind Changes damage: +9% mind Grants telepathy: Dragon Mental save: +6 (+0 eff.) Equilibrium when hit: +0.08 Mindpower: +4 (+1 eff.) Blunt and deadly. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 100% Wil, 50% Mag, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+3 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 8 power out of 30/30) : Effective talent level: 3.0 Power cost: 8 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 136.10 mind damage, 175.85 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 12.69 mind and 16.40 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Daimyrab the Toxinrupture (12.5-13.75 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 85% Wil, 50% Mag, 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): 16 mind Changes stats: +6 Cun / +3 Wil Changes resistances: +12% nature Changes resistances penetration: +15% nature Critical mult.: +21.00% Mindpower: +14 (+2 eff.) Mental crit. chance: +7% Heals friendly targets nearby when you use a nature summon: +40 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. |
Halarachik the Dawnimmortal (5-5.5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 75% Wil, 50% Mag, 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% Burst (radius 1) on hit: +8 light / +12 acid When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes resistances penetration: +25% light Changes damage: +6% light Mental save: +5 (+0 eff.) Maximum psi: +18.00 Mindpower: +4 (+1 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. |
Issyzilahell the Scabvenom (13-14.3 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 85% Wil, 50% Mag, 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 stats: +5 Cun / +3 Wil Changes damage: +15% nature Grants telepathy: Demon/Minor Demon/Major Mental save: +12 (+1 eff.) Mindpower: +24 (+4 eff.) Mental crit. chance: +7% 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. |
Kinetic Focus (6-6.6 power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 75% Wil, 50% Mag, 15% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+1 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. |
Nerilaith the Shadowraptor (8.5-9.35 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 It is part of a set of items. This psionic mindstar hates not to be wrathful. Base power: 8.5 - 9.4 Uses stats: 80% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +9.5% Attack speed: 100% Damage (Melee): +8 darkness When wielded/worn: Physical power: +6 (+1 eff.) Armour: +6 Changes stats: +2 Con Changes resistances: +9% darkness Changes resistances penetration: +11% mind / +11% darkness Changes damage: +16% mind / +16% darkness Maximum life: +30.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +3% 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. |
Radhudunachak (13.5-14.85 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 85% Wil, 50% Mag, 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% Damage (Melee): +20 mind When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +9% blight Physical save: +30 (+4 eff.) Blindness immunity: +15% Poison immunity: +20% Cut immunity: +15% Confusion immunity: +15% Pinning immunity: +10% Only die when reaching: -60.00 life Mindpower: +18 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Runileg the Oakblur (5.5-6.05 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 75% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +8 nature When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 light Changes resistances penetration: +10% nature Changes damage: +4% acid / +9% light Equilibrium when hit: +1.10 Mindpower: +4 (+1 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. |
Skyfear (16-17.6 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural fire should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Base power: 16.0 - 17.6 Uses stats: 90% Wil, 50% Mag, 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% Damage (Melee): +4 lightning When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 4 blight / 9 fire Changes resistances: +12% blight / +10% fire / +7% nature / +6% lightning Changes resistances penetration: +6% nature / +8% fire Changes damage: +6% nature / +10% fire Talent mastery: +0.10 Wild-gift / Harmony Equilibrium when hit: +0.90 Mindpower: +17 (+3 eff.) Mental crit. chance: +5% Global speed: +3% 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 (14-15.4 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 85% Wil, 50% Mag, 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 (+1 eff.) Psi each turn: +1.00 Mindpower: +16 (+3 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
Tuludedil the pulsing mindstar (12-13.2 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 85% Wil, 50% Mag, 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% Burst (radius 1) on hit: +12 mind When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +7 Wil Changes resistances: +6% arcane Changes resistances penetration: +25% mind Physical save: +9 (+1 eff.) Mental save: +12 (+1 eff.) Blindness immunity: +20% Disease immunity: +35% Stun/Freeze immunity: +30% Teleport immunity: +20% 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. |
Woefear the pulsing mindstar (13-14.3 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 85% Wil, 50% Mag, 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% On weapon hit: * 42% chance to inflict 15% damage reduction Damage (Melee): +12 darkness When wielded/worn: Armour: +6 Effects on melee hit: * Slows global speed by 30% Changes resistances: +12% mind / +6% temporal Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Spell save: +6 (+0 eff.) Cut immunity: +25% Hate per kill: +5.00 Psi per kill: +5.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to inflict 550.81 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 7 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. |
Zanaroddafast the vined mindstar (5.5-6.05 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 75% Wil, 50% Mag, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 temporal When wielded/worn: Damage when hit (Melee): 5 darkness / 16 arcane / 4 mind Changes stats: +3 Wil Changes resistances penetration: +15% blight Changes damage: +5% mind / +4% darkness Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Spellpower: +8 (+1 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Damage Shield penetration: +20% 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 'Murkknave' (15.5-17.05 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 90% Wil, 50% Mag, 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% On weapon hit: * 53% chance to inflict 15% damage reduction * 53% chance to corrode armour by 30% Burst (radius 1) on hit: +40 fire Burst (radius 2) on crit: +8 acid When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +9% darkness / +9% acid Changes resistances penetration: +25% acid 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 611.02 mind damage (range 10), gaining psi and hate equal to 10% of the damage done, putting all charms on cooldown for 7 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. |
pulsing mindstar 'Aroriaminn' (12.5-13.75 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 85% Wil, 50% Mag, 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% On weapon hit: * 40% chance to corrode armour by 30% When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 acid Changes resistances: +15% acid Changes damage: +6% acid Life regen: +1.70 Maximum life: +38.00 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. |
pulsing mindstar 'Wildtrail' (13.5-14.85 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 85% Wil, 50% Mag, 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% Damage Shield penetration (this weapon only): +40% Burst (radius 1) on hit: +12 nature When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +9 Str Changes resistances penetration: +20% blight Mental save: +8 (+1 eff.) Vim when firing critical spell: +2.00 Maximum psi: +36.00 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. |
Bregizor the SunblowRequires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Light Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 Burst (radius 1) on hit: +4 light / +4 physical Burst (radius 2) on crit: +4 light When wielded/worn: Effects on ranged hit: * 15 arcane resource burn Changes stats: +5 Dex / +4 Wil / +3 Cun Changes resistances: +4% physical Talent mastery: +0.10 Wild-gift / Antimagic Maximum encumbrance: +20 Mindpower: +7 (+1 eff.) Healing mod.: +15% Slings are used to hurl stones or metal shots at your foes. |
Duskburst the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to inflict 15% damage reduction Burst (radius 1) on hit: +2 nature Burst (radius 2) on crit: +8 nature When wielded/worn: Accuracy: +8 (+1 eff.) Physical crit. chance: +4.0% Changes resistances: +6% darkness Changes resistances penetration: +15% darkness / +20% nature Changes damage: +3% darkness Slings are used to hurl stones or metal shots at your foes. |
FlashwingRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Burst (radius 2) on crit: +6 fire When wielded/worn: Changes resistances: +12% fire Changes resistances penetration: +9% physical Changes damage: +10% physical / +3% mind / +9% fire Slings are used to hurl stones or metal shots at your foes. |
Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+2 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 3 power out of 8/8) : Effective talent level: 3.0 Power cost: 3 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
NightclamorRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Lightning Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +21 lightning Burst (radius 1) on hit: +4 darkness Burst (radius 2) on crit: +10 lightning When wielded/worn: Armour penetration: +4 Physical crit. chance: +2.0% Fatigue: -4% Changes stats: +1 Con Changes resistances penetration: +10% physical Changes damage: +20% lightning Critical mult.: +10.00% Maximum encumbrance: +20 Life regen: +0.60 Maximum life: +30.00 Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.blazebringer's drakeskin leather sling of cunning (+7) Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +35 fire When wielded/worn: Changes stats: +7 Cun Changes resistances penetration: +24% physical / +15% fire Global speed: +6% Slings are used to hurl stones or metal shots at your foes. |
cured leather sling 'Bogdredge'Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +9 fire Burst (radius 1) on hit: +14 nature When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +5% lightning / +5% nature Changes damage: +12% lightning / +13% fire / +6% nature Slings are used to hurl stones or metal shots at your foes. |
reinforced leather sling 'Durydir'Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stats: 40% Wil, 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +16 nature When wielded/worn: Physical power: +9 (+1 eff.) Armour: +4 Ranged Defense: +2 (+0 eff.) Changes stats: +3 Str Changes resistances: +4% all Changes resistances penetration: +5% nature Poison immunity: +5% Cut immunity: +5% Confusion immunity: +10% Pinning immunity: +15% Light radius: +2 Slings are used to hurl stones or metal shots at your foes. |
Abysswreck the elven-wood magestaff (25-30 power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% 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: Damage when hit (Melee): 20 fire Changes stats: +3 Str Changes resistances: +9% mind / +5% arcane Changes resistances penetration: +12% fire Changes damage: +25% fire Talent granted: +1 Command Staff Physical save: +32 (+4 eff.) Spell save: +15 (+1 eff.) Mental save: +18 (+2 eff.) Confusion immunity: +15% Life regen: +0.60 Maximum life: +40.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 180% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+7 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 66 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Bethubretha the Glowtooth (15-18 power, 3 apr, fire element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to blind Damage (Melee): +8 light When wielded/worn: Physical crit. chance: +8.0% Damage when hit (Melee): 20 fire Changes resistances: +6% light / +6% fire Changes resistances penetration: +10% light Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +13.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Ce'Nildarin the Growthblack (25-30 power, 5 apr, lightning element)Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% 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% On weapon hit: * Slows global speed by 40% Burst (radius 1) on hit: +12 light When wielded/worn: Physical crit. chance: +13.0% Damage when hit (Melee): 12 mind / 4 nature Changes resistances: +6% nature / +3% mind Changes damage: +25% lightning Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Earthpain the dragonbone magestaff (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% 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 (Melee): +8 lightning When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 lightning Changes stats: +5 Mag / +4 Wil Changes resistances: +6% lightning Changes resistances penetration: +20% nature Changes damage: +30% cold Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +16 Maximum mana: +57.00 Spellpower: +20 (+3 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Gliyata (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) When wielded/worn: Damage when hit (Melee): 16 temporal Changes stats: +4 Cun / +4 Dex Changes damage: +20% darkness Talent granted: +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +7% Light radius: +3 See invisible: +9 It can be used to project a bolt elemental energy from the staff (to range 8) dealing 266.29 to 319.55 darkness damage, putting all charms on cooldown for 2 turns. Staves designed for wielders of magic, by the greats of the art. |
Glorobretta the Rotwasp (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to daze at end of turn Damage (Melee): +4 nature Burst (radius 1) on hit: +8 lightning When wielded/worn: Physical crit. chance: +8.0% Defense: +7 (+1 eff.) Effects on melee hit: * 10% chance to blind Changes stats: +3 Con Changes resistances penetration: +15% nature Changes damage: +20% lightning / +3% nature Talent granted: +1 Command Staff Critical mult.: +10.00% Life regen: +0.70 Spellpower: +14 (+2 eff.) Spell crit. chance: +3% Light radius: +3 Healing mod.: +16% It can be used to activate talent Illuminate, placing all other charms into a 2 cooldown : Effective talent level: 2.0 Power cost: 2 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 478.58 light damage. Staves designed for wielders of magic, by the greats of the art. |
Golelaith the ash vilestaff (15-18 power, 3 apr, acid element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +2 Con Changes damage: +15% acid Talent granted: +1 Command Staff Spell save: +6 (+0 eff.) Mana each turn: +0.15 Maximum mana: +30.00 Spellpower: +16 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (30-36 power, 8 apr, physical element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 180% Mag, 40% Wil Damage type: Gravity pin Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +8 Attack speed: 100% When wielded/worn: Changes resistances: +15% physical Changes damage: +20% physical / +10% temporal Talent masteries: +0.10 Chronomancy / Gravity +0.10 Chronomancy / Matter +0.10 Spell / Earth Spellpower: +25 (+3 eff.) Spell crit. chance: +7% It can be used to activate talent Gravity Spike (costing 5 power out of 14/14) : Effective talent level: 3.0 Power cost: 5 out of 14/14. Range: 6 Travel Speed: instantaneous Is: a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 578.88 physical (gravity) damage. Each target moved beyond the first increases the damage by 72.36 (up to a maximum of 289.44 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
Ivuldassra the Weepblight (20-24 power, 4 apr, temporal element)Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +28 nature When wielded/worn: Defense: +11 (+2 eff.) Effects on melee hit: * 13% chance to blind Damage when hit (Melee): 12 light Changes resistances: +3% nature / +9% light Changes resistances penetration: +10% nature / +15% light Changes damage: +20% temporal Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 2 cooldown : Effective talent level: 2.0 Power cost: 2 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 478.58 light damage. Staves designed for wielders of magic, by the greats of the art. |
Layidhemina (30-36 power, 6 apr, blight element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% 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% When wielded/worn: Physical crit. chance: +8.0% Defense: +8 (+1 eff.) Effects on melee hit: * 6% chance to blind Changes stats: +5 Con Changes resistances: +3% nature Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +13.00% Cut immunity: +5% Teleport immunity: +15% Life regen: +0.90 Only die when reaching: -20.00 life Spellpower: +19 (+3 eff.) Spell crit. chance: +5% Light radius: +4 Healing mod.: +12% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Illuminate, placing all other charms into a 2 cooldown : Effective talent level: 2.0 Power cost: 2 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 478.58 light damage. Staves designed for wielders of magic, by the greats of the art. |
Mayawe the Jetwilder (25-30 power, 5 apr, arcane element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% 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% On weapon hit: * 48% chance to inflict 15% damage reduction Damage (Melee): +12 fire / +20 darkness When wielded/worn: Changes stats: +2 Wil Changes damage: +25% arcane / +15% blight Talent granted: +1 Command Staff Mana when firing critical spell: +3.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +20% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Staves designed for wielders of magic, by the greats of the art. |
Nimbusmonster (30-36 power, 6 apr, cold element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% 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 blind Burst (radius 1) on hit: +4 lightning When wielded/worn: Physical crit. chance: +14.0% Armour: +12 Armour Hardiness: +12% Damage (Melee): 34 arcane Damage when hit (Melee): 4 lightning / 8 blight Changes resistances: +6% blight / +15% temporal / +15% darkness / +6% light Changes damage: +3% blight / +30% cold / +6% lightning Talent granted: +1 Command Staff Physical save: +12 (+2 eff.) Maximum mana: +120.00 Spellpower: +25 (+3 eff.) Spell crit. chance: +5% Defense after a teleport: +35 Resist all after a teleport: +21% New effects duration reduction after a teleport: +39% Reduces paradox anomalies(equivalent to willpower): +25 Staves designed for wielders of magic, by the greats of the art. |
Polevea the elven-wood magestaff (25-30 power, 5 apr, fire element)Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% 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: Physical crit. chance: +11.0% Armour: +4 Changes resistances: +15% mind / +24% lightning Changes damage: +25% fire Talent granted: +1 Command Staff Critical mult.: +17.00% Stun/Freeze immunity: +20% Psi when hit: +0.16 Maximum psi: +20.00 Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
Poroyann the ash vilestaff (15-18 power, 3 apr, blight element)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Armour: +14 Damage when hit (Melee): 12 blight Changes damage: +15% blight Talent granted: +1 Command Staff Critical mult.: +14.00% Poison immunity: +10% Disarm immunity: +15% Stun/Freeze immunity: +30% Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 200% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+6 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Scumrip (20-24 power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +4 Changes resistances: +9% nature / +9% acid Changes damage: +20% arcane Talent granted: +1 Command Staff Mental save: +30 (+3 eff.) Blindness immunity: +15% Poison immunity: +30% Confusion immunity: +15% Spellpower: +9 (+1 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
Siloth the Radianceworth (10-12 power, 2 apr, acid element)Requires: - Magic 11 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Burst (radius 2) on crit: +4 light When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 20 arcane resource burn Changes stats: +4 Con Changes resistances: +5% arcane / +6% nature / +9% light Changes damage: +10% acid Talent granted: +1 Command Staff Life regen: +0.60 Spellpower: +7 (+1 eff.) Spell crit. chance: +1% Healing mod.: +13% Staves designed for wielders of magic, by the greats of the art. |
Staff of Destruction (20-24 power, 4 apr, fire element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 200% Mag, 40% Wil Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+1 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
Toxinoracle the dragonbone starstaff (30-36 power, 6 apr, light element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% 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 (Melee): +20 nature When wielded/worn: Damage when hit (Melee): 16 nature / 20 darkness Changes stats: +7 Con Changes resistances: +6% nature / +9% darkness Changes damage: +30% light / +6% nature Talent granted: +1 Command Staff Life regen: +1.90 Spellpower: +23 (+3 eff.) Spell crit. chance: +5% Healing mod.: +30% Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Eilinyvea' (15-18 power, 3 apr, arcane element)Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 acid When wielded/worn: Defense: +9 (+2 eff.) Effects on melee hit: * 11% chance to blind Damage when hit (Melee): 12 acid Changes stats: +4 Con Changes resistances: +18% acid Changes resistances penetration: +15% arcane / +10% acid Changes damage: +15% arcane Talent granted: +1 Command Staff Life regen: +1.00 Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +18 (+2 eff.) Spell crit. chance: +2% Light radius: +3 Healing mod.: +16% It can be used to conjure elemental energy in a radius 4 cone, dealing 244.59 to 293.51 arcane damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Islenn' (15-18 power, 3 apr, lightning element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to corrode armour by 30% Damage (Melee): +8 arcane When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 arcane Changes resistances penetration: +20% arcane Changes damage: +15% lightning / +3% acid Talent granted: +1 Command Staff Spellpower: +14 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Yarerodar' (15-18 power, 3 apr, physical element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +6 Armour Hardiness: +8% Fatigue: -8% Damage when hit (Melee): 8 temporal Changes stats: +1 Cun / +2 Con Changes damage: +15% physical Talent granted: +1 Command Staff Physical save: +9 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +12 (+2 eff.) Spell crit. chance: +2% It can be used to conjure elemental energy in a radius 4 cone, dealing 244.59 to 293.51 physical damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Emetta' (15-18 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +14 (+2 eff.) Damage (Melee): 5 % chance of confusion Changes stats: +4 Wil Changes resistances: +6% nature / +12% fire Changes damage: +15% fire Talent granted: +1 Command Staff Reduces incoming crit damage: 15.00% Physical save: +12 (+2 eff.) Pinning immunity: +20% Spellpower: +11 (+1 eff.) Spell crit. chance: +2% Damage Shield penetration: +26% Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Tulorig' (30-36 power, 9 apr, darkness element)Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +9 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 53% chance to gain 10% of a turn (3/turn limit) * 53% chance to corrode armour by 30% Burst (radius 1) on hit: +16 physical When wielded/worn: Physical power: +16 (+2 eff.) Defense: +15 (+3 eff.) Effects on melee hit: * 20% chance to blind * 40% chance to corrode armour by 30% Damage when hit (Melee): 12 temporal / 16 physical Changes damage: +30% darkness Talent granted: +1 Command Staff Spellpower: +15 (+2 eff.) Spell crit. chance: +5% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 2 cooldown : Effective talent level: 1.0 Power cost: 2 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 355.37 light damage. Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff 'Xuth' (30-36 power, 6 apr, cold 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. Base power: 30.0 - 36.0 Uses stats: 130% 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% When wielded/worn: Physical crit. chance: +11.0% Changes resistances: +6% cold / +12% temporal / +15% darkness / +1% physical Changes damage: +30% cold Grants telepathy: Humanoid/Orc Talent granted: +1 Command Staff Critical mult.: +15.00% Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +20% Spellpower: +18 (+2 eff.) Spell crit. chance: +7% Defense after a teleport: +35 Resist all after a teleport: +10% New effects duration reduction after a teleport: +27% Reduces paradox anomalies(equivalent to willpower): +17 It can be used to project a bolt elemental energy from the staff (to range 10) dealing 302.84 to 363.41 cold damage, putting all charms on cooldown for 2 turns. Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Cuthechak' (20-24 power, 4 apr, temporal element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 40% chance to cause random gloom When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Changes stats: +4 Cun / +2 Mag Maximum wards: +2 temporal Changes damage: +20% temporal Grants telepathy: Humanoid/Orc Talents granted: +4 Ward +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Infravision radius: +3 See invisible: +6 Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stats: 40% Wil, 50% Mag, 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+1 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 27 power out of 80/80) : Effective talent level: 1.0 Power cost: 27 out of 80/80. 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 68.00 cold damage and 69.62 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. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Trident of the Tides (80-112 power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stats: 40% Wil, 50% Mag, 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 (+1 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+1 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 20 power out of 150/150) : Effective talent level: 3.0 Power cost: 20 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 744.01. 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. |
Belulrakira the iron waraxe (11.5-16.1 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 6% * leeches stamina from the target Burst (radius 1) on hit: +16 acid When wielded/worn: Damage when hit (Melee): 6 nature slow Changes resistances penetration: +20% acid Changes damage: +6% mind Maximum hate: +4.00 One-handed war axes. |
Belymina (25-35 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 25.0 - 35.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +6 Changes resistances: +12% nature / +9% temporal Spell save: +20 (+1 eff.) Disarm immunity: +15% One-handed war axes. |
Brandjustice the voratun waraxe (39-54.6 power, 6 apr)Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +20 fire When wielded/worn: Physical power: +2 (+0 eff.) Changes resistances penetration: +10% physical / +13% fire Critical mult.: +12.00% Only die when reaching: -60.00 life Maximum stamina: +20.00 Global speed: +5% One-handed war axes. |
Darkwilter (12-16.8 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +8 darkness / +32 mind Burst (radius 2) on crit: +12 darkness When wielded/worn: Physical crit. chance: +6.0% Damage when hit (Melee): 4 darkness Changes resistances penetration: +10% darkness Changes damage: +6% darkness One-handed war axes. |
Duvenik the Hellsvein (31-43.4 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stats: 40% Wil, 50% Mag, 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 crit: * wounds the target for 7 turns: 42 bleeding, 94% reduced healing Damage (Melee): +12 fire When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+1 eff.) Damage when hit (Melee): 8 fire Changes resistances: +18% blight / +6% physical / +6% mind Physical save: +20 (+3 eff.) Spell save: +20 (+1 eff.) Mental save: +6 (+0 eff.) Knockback immunity: +20% One-handed war axes. |
Eilinudawyn the Smolderpride (33.5-46.9 power, 5 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 33.5 - 46.9 Uses stats: 40% Wil, 50% Mag, 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 crit: * wounds the target for 7 turns: 42 bleeding, 94% reduced healing When wielded/worn: Accuracy: +13 (+2 eff.) Physical crit. chance: +13.0% Physical power: +13 (+1 eff.) Defense: +10 (+2 eff.) Fatigue: -4% Damage when hit (Melee): 8 fire Changes stats: +1 Con / +1 Wil Changes resistances: +3% temporal / +6% all Changes resistances penetration: +13% nature Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +44% Light radius: +1 One-handed war axes. |
Erelykalthontir the stralite waraxe (43.5-60.9 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 43.5 - 60.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Burst (radius 1) on hit: +8 acid Burst (radius 2) on crit: +8 acid When wielded/worn: Spellpower: +12 (+2 eff.) Spell crit. chance: +8% One-handed war axes. |
Firetrail (69.5-97.3 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 69.5 - 97.3 Uses stats: 40% Wil, 50% Mag, 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: * 20% chance to disease On weapon crit: * cripple the target Damage (Melee): +12 blight Burst (radius 2) on crit: +4 blight When wielded/worn: Physical crit. chance: +15.0% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 8 fire Changes resistances: +9% blight Changes resistances penetration: +15% fire Changes damage: +6% blight / +3% temporal One-handed war axes. |
Fogkiller (32.5-45.5 power, 5 apr)Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 Uses stats: 40% Wil, 50% Mag, 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): +24 lightning Burst (radius 1) on hit: +24 darkness / +8 lightning When wielded/worn: Damage when hit (Melee): 4 darkness Changes resistances: +12% darkness Changes damage: +3% darkness / +6% lightning One-handed war axes. |
Greencrack the voratun waraxe (41.5-58.1 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +10.0% Attack speed: 100% Burst (radius 2) on crit: +12 nature When wielded/worn: Accuracy: +15 (+2 eff.) Armour: +8 Defense: +15 (+3 eff.) Effects on melee hit: * 32% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes resistances penetration: +10% nature Changes damage: +6% acid Disarm immunity: +43% Life regen: +0.60 Only die when reaching: -80.00 life Maximum stamina: +10.00 One-handed war axes. |
Kindlescar (39-54.6 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 44% chance to blind On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +15.0% Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +6% blight / +12% light / +15% mind Reduces incoming crit damage: 16.00% Blindness immunity: +35% Poison immunity: +25% One-handed war axes. |
Malediction (55-66 power, 15 apr)Requires: - Strength 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stats: 40% Wil, 50% Mag, 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 (+3 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.Shadeimmortal (54.5-76.3 power, 6 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 54.5 - 76.3 Uses stats: 40% Wil, 50% Mag, 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: * 40% chance to inflict 15% damage reduction Damage (Melee): +20 mind / +20 darkness Burst (radius 1) on hit: +16 mind When wielded/worn: Effects on melee hit: * 27% chance to disease Damage when hit (Melee): 12 blight Changes stats: +4 Str Changes resistances: +9% darkness / +18% mind Changes damage: +6% darkness See invisible: +12 One-handed war axes. |
dwarven-steel waraxe 'Polessra' (18.5-25.9 power, 4 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 18.5 - 25.9 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +50% Damage (Melee): +10 darkness Damage against: +10% Living When wielded/worn: Damage when hit (Melee): 20 mind Changes stats: +2 Mag Changes resistances penetration: +15% arcane Maximum mana: +60.00 Spell crit. chance: +5% One-handed war axes. |
stralite waraxe 'Beudil' (30-42 power, 5 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +17 nature / +17 temporal When wielded/worn: Damage when hit (Melee): 20 blight Changes stats: +3 Mag Changes resistances penetration: +15% mind Critical mult.: +20.00% Mana when firing critical spell: +2.00 Vim when firing critical spell: +3.00 Spell crit. chance: +2% One-handed war axes. |
stralite waraxe 'Willowrage' (32.5-45.5 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Slows global speed by 40% Damage (Melee): +24 fire / +8 nature When wielded/worn: Armour penetration: +13 Changes resistances: +18% nature Changes resistances penetration: +10% fire / +12% physical Changes damage: +13% physical One-handed war axes. |
stralite waraxe 'Xeryba' (42-58.8 power, 5 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 42.0 - 58.8 Uses stats: 40% Wil, 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes resistances: +6% mind Reduces incoming crit damage: 10.00% Stun/Freeze immunity: +25% Teleport immunity: +10% Infravision radius: +3 One-handed war axes. |
Skeletal Claw (55-60.5 power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Burst (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+2 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+0 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 7 power out of 20/20) : Effective talent level: 4.0 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 524.88 physical damage, and inflicting bleeding for another 262.44 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Stormlash (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 69.03 to 207.09 lightning damage (based on Magic and Dexterity), costing 4 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Whip of Urh'Rok (55-60.5 power, 0 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Fire repulsion Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +0 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes damage: +20% blight / +20% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +15 (+2 eff.) See invisible: +2 When carried: Changes damage: +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Adegana the InfernowinterInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness / 20 fire Changes resistances: +12% fire Changes resistances penetration: +10% fire Changes damage: +12% darkness / +24% fire Physical save: +11 (+2 eff.) Mindpower: +8 (+1 eff.) A belt that goes around your waist. |
DimravagerInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 darkness Changes resistances: +6% darkness / +12% temporal Changes resistances penetration: +20% temporal Changes damage: +6% darkness Physical save: +11 (+2 eff.) Mindpower: +8 (+1 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
FlarestingCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +12 (+2 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% fire / +5% arcane / +9% temporal Changes damage: +12% fire Stealth bonus: +7 Spell save: +9 (+0 eff.) A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Scorchworth the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +14 Changes stats: +2 Dex / +2 Con Changes resistances penetration: +10% fire Changes damage: +6% physical Critical mult.: +12.00% Mental save: +11 (+1 eff.) Life regen: +0.40 Spellpower: +4 (+0 eff.) A belt that goes around your waist. |
Woeravage the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 darkness Changes resistances: +3% blight / +6% fire / +6% cold Changes resistances penetration: +25% blight Changes damage: +6% darkness A belt that goes around your waist. |
blurring rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +9 (+2 eff.) Stealth bonus: +6 Spell save: +6 (+0 eff.) Size category: +1 A belt that goes around your waist. |
Cleansecut (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 16 nature / 12 lightning Changes stats: +2 Str / +2 Con Changes resistances: +18% nature / +9% lightning Changes resistances penetration: +25% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloudreaper (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 38% chance to daze at end of turn Damage when hit (Melee): 20 fire Changes stats: +4 Mag / +6 Wil / +1 Cun Changes resistances: +28% darkness / +30% temporal Changes resistances penetration: +14% arcane / +20% lightning Changes damage: +11% arcane / +6% lightning Critical mult.: +30.00% Maximum mana: +100.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +5% Defense after a teleport: +19 Resist all after a teleport: +15% New effects duration reduction after a teleport: +26% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 4 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+1 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 7 power out of 20/20) : Effective talent level: 2.0 Power cost: 7 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Duathelsnake (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Str / +5 Dex / +2 Mag / +4 Wil Changes damage: +12% darkness Grants telepathy: Demon/Minor Demon/Major A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Ethereal Embrace. |
Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: +25% cold / -15% fire / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 667.80 cold damage and condensing the air into freezing vapors that deal 222.60 cold damage (based on Magic) each turn for 10 turns, costing 10 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Hanosus the cashmere cloak (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +1 Dex / +5 Mag / +5 Wil / +2 Cun Changes resistances: +9% temporal Spell save: +7 (+0 eff.) Blindness immunity: +10% Pinning immunity: +10% Knockback immunity: +15% Maximum mana: +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Morningclamor the cashmere cloak (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Str / +3 Wil Changes damage: +12% light Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 10.00% Mental save: +11 (+1 eff.) Light radius: +3 Infravision radius: +2 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Satyrream the elven-silk cloak (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 26 nature / 12 temporal Changes resistances: +15% temporal Changes resistances penetration: +25% nature / +20% fire Changes damage: +12% temporal / +6% nature / +9% fire Physical save: +12 (+2 eff.) Mental save: +15 (+1 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +10% lightning / +10% darkness / +10% fire / +10% cold / +10% nature / -30% arcane It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.), costing 17 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Wind's Whisper (4 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +3 Dex Silence immunity: +30% Deflect projectiles away: +25% Slows Projectiles: +20% Activating this item is instant. It can be used to activate talent Evasion (costing 17 power out of 50/50) : Effective talent level: 2.0 Power cost: 17 out of 50/50. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 33% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
cashmere cloak 'Yvumina' (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +1.0% Defense: +2 (+0 eff.) Changes stats: +2 Cun / +3 Dex Changes resistances penetration: +15% physical Changes damage: +3% mind Critical mult.: +3.00% Physical save: +15 (+2 eff.) Maximum stamina: +10.00 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of conjuring (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances penetration: +9% arcane Changes damage: +7% arcane Critical mult.: +12.00% Maximum mana: +28.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +4% 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 'Veluba' (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +35 (+5 eff.) Defense: +3 (+1 eff.) Fatigue: -10% Damage when hit (Melee): 8 mind Changes stats: +4 Cun / +4 Dex Physical save: +15 (+2 eff.) Mental save: +13 (+1 eff.) Poison immunity: +15% Disease immunity: +15% Pinning immunity: +10% Teleport immunity: +15% Equilibrium when hit: +0.04 Only die when reaching: -90.00 life Maximum life: +94.00 Maximum stamina: +40.00 Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism +0.20 Cursed / Punishments Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Daywyrd the silk robe (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +16% blight / +15% cold / +15% acid Changes damage: +15% light Mental save: +15 (+1 eff.) Blindness immunity: +20% Stun/Freeze immunity: +15% Life regen: +4.10 Maximum life: +88.00 Healing mod.: +19% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eariregas (3 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Mag / +8 Wil Changes resistances: +15% mind / +9% fire Grants telepathy: Demon/Minor Demon/Major Physical save: +9 (+1 eff.) Confusion immunity: +10% Mana each turn: +0.31 Psi each turn: +0.34 Only die when reaching: -60.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 (+2 eff.) Life regen: +0.20 Mindpower: +12 (+2 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+1 eff.) Mental save: +15 (+1 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+2 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Sileriamina the silk robe (3 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +1 Wil Changes resistances: +15% acid / +15% physical / +24% light / +9% blight / +14% cold / +14% fire Changes damage: +9% acid / +11% physical / +16% light / +10% cold / +9% fire Grants telepathy: Dragon Humanoid/Orc Talent cooldown: Refit Golem (-4 turns) Life regen: +3.50 Psi when hit: +0.12 Maximum life: +78.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +3% Healing mod.: +17% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent mastery: +0.10 Spell / Water Spellpower: +4 (+0 eff.) Movement speed: +15% This deep blue robe flows and ripples as if pushed by an invisible tide. |
The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+3 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
Thunderwither the elven-silk robe (5 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Mag / +4 Wil / +3 Con Changes resistances: +18% mind Changes damage: +6% acid / +18% mind / +18% lightning Infravision radius: +3 See invisible: +15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
cashmere robe 'Strikewinnow' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +24% acid / +6% lightning / +9% blight / +12% fire / +5% arcane / +15% nature Changes damage: +16% acid / +15% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe 'Ivilemira' (10 def, 6 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +6 Defense: +10 (+2 eff.) Changes stats: +5 Cun / +9 Mag Changes resistances: +16% blight / +3% physical / +14% light / +10% darkness Changes damage: +16% blight / +9% physical / +27% light / +17% darkness Physical save: +6 (+1 eff.) Maximum life: +42.00 Maximum stamina: +15.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +6% Light radius: +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.elven-silk robe of protection (10 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Physical save: +25 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Stormslice' (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +2 Str / +9 Dex / +3 Cun / +6 Con Changes resistances: +33% lightning Changes damage: +12% lightning 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.tormentor's elven-silk robe of life (5 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +10 Cun Changes resistances: +19% blight Critical mult.: +18.00% Life regen: +5.80 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Maximum life: +99.00 Healing mod.: +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chamedulin the Shockcrypt (3 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 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Effects on melee hit: * 15% chance to daze at end of turn Changes resistances: +12% lightning / +9% fire Changes resistances penetration: +20% lightning Changes damage: +3% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
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 354 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. |
Dairutar (25 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +25 (+4 eff.) Fatigue: +5% Changes stats: +2 Wil Changes damage: +6% acid Grants telepathy: Dragon Physical save: +14 (+2 eff.) Spell save: +12 (+1 eff.) Mental save: +14 (+1 eff.) Silence immunity: +49% Confusion immunity: +42% Stun/Freeze immunity: +50% Maximum psi: +20.00 Mindpower: +14 (+2 eff.) Heals friendly targets nearby when you use a nature summon: +30 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 10 cooldown : Effective talent level: 4.0 Power cost: 10 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 36% chance to evade melee and ranged attacks and 41 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Emyna the pair of hardened leather boots (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -10% Damage when hit (Melee): 4 arcane Changes resistances: +9% darkness Changes damage: +3% arcane Maximum encumbrance: +72 Physical save: +31 (+4 eff.) Blindness immunity: +15% Stun/Freeze immunity: +20% Life regen: +3.90 Healing mod.: +22% A pair of boots made of leather. |
Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Layelaith the pair of hardened leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +6% acid / +8% fire / +12% mind / +7% cold Pinning immunity: +35% Stun/Freeze immunity: +15% Knockback immunity: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
Scorched Boots (4 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +4 Defense: +4 (+1 eff.) Fatigue: +8% Changes damage: +15% blight / +15% fire / +15% darkness Spellpower: +13 (+2 eff.) Spell crit. chance: +6% It can be used to activate talent Poison Storm (costing 10 power out of 40/40) : Effective talent level: 3.0 Power cost: 10 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 5 for 8 turns. Each creature hit by the storm takes 84.86 blight damage and is poisoned for 339.45 blight damage over 4 turns. The blight poison is especially virulent, and has a 61% chance to ignore poison immunity. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 30%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 27% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
Unlightmaim the pair of voratun boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -6% Damage when hit (Melee): 20 darkness Changes resistances: +5% arcane / +12% darkness / +6% light Changes resistances penetration: +10% light / +20% darkness Changes damage: +6% light Maximum encumbrance: +35 Physical save: +15 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.grounding pair of voratun boots (0 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes resistances: +15% lightning / +13% temporal 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 'Dairuharaneg' (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 temporal Changes stats: +3 Mag / +4 Wil Changes resistances: +15% mind Changes resistances penetration: +20% mind Changes damage: +18% mind It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 9 turns. A pair of boots made of leather. |
pair of hardened leather boots 'Nightdredge' (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 inflict 15% damage reduction Changes stats: +6 Lck / +5 Dex Changes resistances: +12% cold / +9% nature / +6% light Stealth bonus: +8 Stun/Freeze immunity: +20% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.scholar's pair of drakeskin leather boots of tirelessness (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Stamina each turn: +1.10 Maximum stamina: +40.00 Spellpower: +6 (+1 eff.) A pair of boots made of leather. |
undeterred pair of iron boots of uncanny dodging (3 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Silence immunity: +20% Confusion immunity: +24% Stun/Freeze immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of rough leather boots of disengagement (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +2 Dex Silence immunity: +20% Confusion immunity: +21% Stun/Freeze immunity: +20% It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 3.0 Power cost: 5 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. |
undeterred pair of rough leather boots of evasion (11 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 (+2 eff.) Fatigue: +1% Silence immunity: +21% Confusion immunity: +21% Stun/Freeze immunity: +20% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 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 33% chance to evade melee and ranged attacks and 24 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Cinderqueen the hardened leather gloves (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +8 Str / +5 Dex / +2 Mag / +5 Wil / +4 Con Changes resistances: +6% fire Talent mastery: +0.20 Technique / Grappling Reduces incoming crit damage: 10.00% Disarm immunity: +33% When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Disarm (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 (+1 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex 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 6 power out of 24/24) : Effective talent level: 4.8 Power cost: 6 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. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 3 power out of 24/24) : Effective talent level: 2.4 Power cost: 3 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 386.01 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Glintreek (0 def, 7 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: -8% Damage when hit (Melee): 8 light Changes stats: +2 Str / +3 Mag Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 15.00% Mental save: +7 (+1 eff.) Maximum life: +57.00 When used to modify unarmed attacks: Base power: 28.5 - 39.9 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 3). Burst (radius 1) on hit: +16 light Metal gloves protecting the hands up to the middle of the lower arm. |
Gloraseta the hardened leather gloves (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+1 eff.) Armour: +2 Damage when hit (Melee): 8 temporal Changes stats: +2 Str / +7 Wil / +3 Con Physical save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +31% See invisible: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 17.5 - 19.3 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +8 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Layuraba (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +18 (+2 eff.) Armour: +2 Changes stats: +4 Dex Changes resistances: +6% temporal Changes resistances penetration: +15% temporal Changes damage: +15% arcane Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +9 Crit. chance: +17.0% Attack speed: 83% Damage (Melee): +16 arcane Burst (radius 1) on hit: +12 temporal Metal gloves protecting the hands up to the middle of the lower arm. |
Lorutohell the dwarven-steel gauntlets (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +19 (+2 eff.) Armour: +2 Changes stats: +4 Cun / +5 Dex Changes resistances: +6% temporal Grants telepathy: Demon/Minor Demon/Major Light radius: +3 Infravision radius: +3 When used to modify unarmed attacks: Base power: 21.5 - 30.1 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +10 Armour Penetration: +9 Crit. chance: +16.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Magmablast the hardened leather gloves (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Changes damage: +9% lightning Mental save: +10 (+1 eff.) Maximum life: +61.00 When used to modify unarmed attacks: Base power: 23.5 - 25.9 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). On weapon hit: * 40% chance to daze at end of turn Damage (Melee): +20 lightning / +32 fire Burst (radius 1) on hit: +12 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Murkfoe (0 def, 3 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 33% chance to inflict 15% damage reduction Damage (Melee): 13 acid Damage when hit (Melee): 12 darkness / 8 lightning Changes resistances: +10% acid / +6% blight / +9% darkness / +12% lightning Changes resistances penetration: +10% blight / +20% darkness Changes damage: +11% acid / +12% lightning When used to modify unarmed attacks: Base power: 25.5 - 28.1 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Acid Breath (10% chance level 5). On weapon hit: * 44% chance to disease Burst (radius 2) on crit: +14 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Pitchworm (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 4 arcane Changes stats: +2 Mag Changes resistances: +9% darkness Changes damage: +7% arcane / +9% darkness When used to modify unarmed attacks: Base power: 11.0 - 15.4 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% Damage (Melee): +6 arcane Burst (radius 2) on crit: +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Ravenfury (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +3% darkness Changes damage: +6% acid Physical save: +6 (+1 eff.) Mental save: +6 (+0 eff.) Disarm immunity: +22% When used to modify unarmed attacks: Base power: 10.0 - 14.0 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 1). Burst (radius 1) on hit: +4 acid 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 (+1 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 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 (+0 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 50% Mag, 40% Str, 40% Wil, 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. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 50% Mag, 60% Str, 40% Wil, 30% Cun, 30% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 83% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 83% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning It can be used to activate talent Chain Lightning (costing 6 power out of 16/16) : Effective talent level: 3.0 Power cost: 6 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 234.09 to 702.26 damage and forking to another target. It can hit up to 6 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
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 When used to modify unarmed attacks: Base power: 38.0 - 53.2 Uses stats: 60% 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 9 power out of 25/25) : Effective talent level: 9.0 Power cost: 9 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 230% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 27. 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. |
dwarven-steel gauntlets 'Scumpiercer' (0 def, 2 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +18 (+2 eff.) Armour: +2 Changes stats: +4 Dex Changes resistances: +6% nature / +6% acid Changes resistances penetration: +5% nature Changes damage: +18% acid When used to modify unarmed attacks: Base power: 19.5 - 27.3 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +9 Crit. chance: +17.0% Attack speed: 83% Burst (radius 1) on hit: +12 nature Burst (radius 2) on crit: +12 acid Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Toxinbright' (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: +8 (+1 eff.) Armour: +2 Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 temporal Changes resistances penetration: +15% nature / +25% temporal Physical save: +8 (+1 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +29% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 3). Damage (Melee): +8 temporal Metal gloves protecting the hands up to the middle of the lower arm. |
heroic iron gauntlets of strength (+2) (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Armour: +5 Changes stats: +2 Str Mental save: +5 (+0 eff.) Maximum life: +41.00 When used to modify unarmed attacks: Base power: 15.5 - 21.7 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +3 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Malodil' (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes resistances penetration: +10% blight Blindness immunity: +15% Cut immunity: +10% Life regen: +1.10 Stamina each turn: +0.50 Maximum stamina: +10.00 Spellpower: +2 (+0 eff.) Damage Shield penetration: +40% When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Adoriwe the hardened leather cap (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 8 mind Changes stats: +2 Str / +5 Dex / +2 Mag / +3 Con Changes resistances: +14% mind Mental save: +14 (+1 eff.) Confusion immunity: +25% See invisible: +12 A cap made of leather. |
Blindjam (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 30% chance to blind * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 light Changes stats: +10 Str Changes resistances: +12% acid Changes resistances penetration: +10% light Changes damage: +21% acid A cap made of leather. |
Branuradig the linen wizard hat (1 def, 0 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +6% blight / +6% nature / +9% acid Changes damage: +21% acid A pointy cloth hat, very wizardly... |
Chargebutcher the hardened leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Dex Changes resistances: +17% darkness Changes resistances penetration: +20% lightning Changes damage: +30% lightning Infravision radius: +6 A cap made of leather. |
Cloudwaker the hardened leather cap (9 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +6 (+1 eff.) Armour: +3 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +3% Changes stats: +5 Wil Changes resistances: +10% blight / +5% physical Changes resistances penetration: +15% lightning Physical save: +20 (+3 eff.) Mental save: +10 (+1 eff.) Only die when reaching: -80.00 life A cap made of leather. |
Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +4% Changes stats: +3 Con / +10 Wil Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+1 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 20 power out of 60/60) : Effective talent level: 1.0 Power cost: 20 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +9 Wil / +11 Mag Changes resistances: +5% arcane Changes damage: +15% blight / +16% arcane Critical mult.: +5.00% Mana each turn: +0.08 Maximum vim: +25.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +5% It can be used to activate talent Vimsense (costing 9 power out of 45/45) : Effective talent level: 2.0 Power cost: 9 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 42%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 15 power out of 45/45) : Effective talent level: 3.0 Power cost: 15 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 241.85 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Flaresmasher (3 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +8 Str / +8 Mag Changes damage: +15% arcane / +21% fire Critical mult.: +25.00% Spell save: +13 (+1 eff.) Mana each turn: +0.16 Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
Furnaceblow (3 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Fatigue: -10% Damage when hit (Melee): 16 fire Changes stats: +10 Dex Changes resistances: +6% lightning / +30% fire Changes damage: +20% fire Spell save: +12 (+1 eff.) Light radius: +3 A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Hellwarden (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 temporal Changes stats: +5 Str Changes resistances: +9% temporal / +9% fire Changes resistances penetration: +10% fire / +20% temporal Changes damage: +9% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
Issurim (0 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +2% Damage when hit (Melee): 7 physical Changes stats: +9 Str / +2 Mag / +3 Cun Light radius: +3 Infravision radius: +2 It can be used to activate talent Skullcracker, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 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 2500.9 Physical damage. If the attack hits, the target is confused (44% 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. |
Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+3 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 10 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." |
Pitchwaker (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes resistances: +11% lightning / +11% temporal / +9% darkness / +15% acid Changes resistances penetration: +25% darkness / +10% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+1 eff.) Mental save: +12 (+1 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Sulfurbraid the elven-silk wizard hat (3 def, 5 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Damage when hit (Melee): 16 nature Changes stats: +6 Con Changes resistances: +6% blight / +15% fire Changes resistances penetration: +20% nature / +5% fire Changes damage: +14% physical / +15% darkness / +6% fire / +15% temporal / +15% light Psi each turn: +0.40 Mindpower: +6 (+1 eff.) Mental crit. chance: +6% It can be used to activate talent Stone Wall, placing all other charms into a 27 cooldown : Effective talent level: 1.0 Power cost: 27 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 10 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 393.50 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
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 Shadow Power: +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
bladed rough leather cap of precognition (5 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+0 eff.) Armour: +1 Defense: +5 (+1 eff.) Fatigue: +1% Effects when hit in melee: * 11% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 physical Changes stats: +3 Cun / +2 Str It can be used to activate talent Skullcracker, placing all other charms into a 7 cooldown : Effective talent level: 3.0 Power cost: 7 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 2500.9 Physical damage. If the attack hits, the target is confused (44% 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. |
drakeskin leather cap 'Betatha' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Str / +8 Con Changes resistances: +8% blight / +2% physical / +9% darkness / +6% temporal Physical save: +10 (+2 eff.) Spell save: +6 (+0 eff.) Mental save: +19 (+2 eff.) Poison immunity: +5% Disarm immunity: +5% Teleport immunity: +5% It can be used to activate talent Battle Cry, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
hardened leather cap 'Ce'Nuvea' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 16 temporal Changes stats: +6 Cun / +5 Str Changes damage: +12% temporal Mental save: +20 (+2 eff.) Psi when hit: +0.08 A cap made of leather. |
hardened leather cap 'Eilinoyalaith' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 16 arcane Changes stats: +7 Str Changes resistances penetration: +15% arcane Changes damage: +6% arcane Critical mult.: +10.00% Mana each turn: +0.16 Vim when firing critical spell: +4.00 Maximum vim: +50.00 A cap made of leather. |
hardened leather cap 'Vorydawen' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 20 mind / 16 temporal Changes resistances: +12% cold / +6% mind / +6% temporal Changes resistances penetration: +10% temporal Changes damage: +6% temporal Allows you to breathe in: water A cap made of leather. |
hardened leather cap 'Zerudunarin' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +5 Str Changes resistances: +5% arcane Mana when firing critical spell: +2.00 Vim when firing critical spell: +3.00 Maximum mana: +80.00 Maximum vim: +30.00 Spellpower: +14 (+2 eff.) Spell crit. chance: +3% Damage Shield penetration: +30% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.insulating voratun helm (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +15% fire / +14% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.insulating voratun helm of dexterity (+9) (0 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +9 Dex Changes resistances: +13% fire / +15% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spellwoven linen wizard hat (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Mana each turn: +0.10 Spellpower: +3 (+0 eff.) Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
starseer's linen wizard hat of the Brotherhood (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +1 Con Changes damage: +3% temporal / +4% light / +4% physical / +5% arcane / +4% darkness Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 4 cooldown : Effective talent level: 5.0 Power cost: 4 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
voratun helm 'Dazzlefear' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Wil Changes resistances: +15% blight / +12% fire / +20% darkness / +21% acid Mental save: +13 (+1 eff.) Light radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Basta the Boggasher (14 def, 17 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +14 (+2 eff.) Fatigue: +11% Changes stats: +3 Cun Changes resistances: +19% acid / +12% nature Changes resistances penetration: +10% nature / +5% fire Changes damage: +3% nature Physical save: +6 (+1 eff.) Mental save: +17 (+2 eff.) A suit of armour made of mail. |
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 (+2 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. |
Iron Mail of Bloodletting (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +0.50 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Bloodcasting (costing 20 power out of 60/60) : Effective talent level: 2.0 Power cost: 20 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Isariamira the Jetknave (4 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 31% Changes resistances: +15% acid / +20% darkness / +6% cold / +9% mind / +5% arcane Spell save: +6 (+0 eff.) Mental save: +22 (+2 eff.) A suit of armour made of mail. |
Raguhir the stralite mail armour (13 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Defense: +13 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +16% Changes stats: +6 Con Changes damage: +9% mind Stamina each turn: +0.60 Only die when reaching: -85.00 life Maximum life: +52.00 Mental crit. chance: +9% A suit of armour made of mail. |
Rhokhad the Cystrigor (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Effects on melee hit: * Slows global speed by 30% * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 darkness Changes resistances: +6% mind / +3% nature Changes resistances penetration: +25% nature Mental save: +11 (+1 eff.) A suit of armour made of mail. |
Rhuruidunaran (4 def, 8 armour)Requires: - Strength 38 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +16% Changes stats: +6 Cun / +4 Wil Changes resistances: +43% fire Changes resistances penetration: +10% blight Critical mult.: +5.00% Mental save: +15 (+1 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +2% A suit of armour made of mail. |
Salathra the Brightprophet (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 light / 12 nature Changes resistances: +15% light / +18% cold Changes resistances penetration: +10% light A suit of armour made of mail. |
Scorchqueen (3 def, 8 armour)Requires: - Strength 28 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Changes resistances: +8% arcane / +24% fire Changes resistances penetration: +15% blight / +20% fire Changes damage: +30% blight Spell save: +15 (+1 eff.) A suit of armour made of mail. |
Xanakira the Blastbutcher (3 def, 21 armour)Requires: - Strength 28 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +21 Defense: +3 (+1 eff.) Fatigue: +9% Changes stats: +2 Con Changes resistances: +5% physical Changes resistances penetration: +10% physical Changes damage: +9% lightning Physical save: +40 (+5 eff.) A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% A suit of armour made of mail. |
steel mail armour 'Isagabeth' (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+0 eff.) Fatigue: +14% Damage when hit (Melee): 12 temporal / 7 light / 12 arcane Changes stats: +2 Wil Changes resistances: +15% blight / +12% temporal / +18% darkness Changes resistances penetration: +20% arcane / +15% temporal Changes damage: +9% temporal Light radius: +2 A suit of armour made of mail. |
voratun mail armour 'Bleakborn' (5 def, 18 armour)Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +5 (+1 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 8 darkness Changes resistances penetration: +15% darkness / +5% light Changes damage: +15% darkness Physical save: +10 (+2 eff.) A suit of armour made of mail. |
voratun mail armour 'Hellsraven' (5 def, 19 armour)Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +19 Defense: +5 (+1 eff.) Fatigue: +16% Damage when hit (Melee): 12 physical Changes stats: +6 Cun / +9 Wil Changes resistances: +10% acid / +10% physical / +35% cold / +12% lightning / +10% fire Changes resistances penetration: +10% fire Changes damage: +15% physical / +9% temporal Mental save: +23 (+2 eff.) Life regen: +0.20 A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Belera the cured leather armour (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Changes stats: +2 Mag / +3 Con Changes resistances penetration: +25% arcane Changes damage: +6% arcane / +12% blight Critical mult.: +9.00% Vim when firing critical spell: +3.00 Only die when reaching: -40.00 life Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Chargeflash the rough leather armour (1 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 16 lightning Changes resistances: +18% lightning / +15% temporal / +9% blight / +6% fire / +12% acid Changes damage: +9% lightning Spell save: +15 (+1 eff.) A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Curepunish (5 def, 14 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +5 (+1 eff.) Fatigue: +8% Changes resistances: +30% acid / +15% mind / +15% blight Changes damage: +9% arcane / +9% nature Physical save: +6 (+1 eff.) Disarm immunity: +35% Confusion immunity: +20% Knockback immunity: +20% Only die when reaching: -60.00 life A suit of armour made of leather. |
Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+3 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+1 eff.) It can be used to turn yourself invisible (power 37, based on Cunning and Magic) for 10 turns, costing 17 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+3 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+2 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 4 power out of 16/16) : Effective talent level: 4.0 Power cost: 4 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 683.35 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Polatha (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 16 blight Changes stats: +9 Str / +9 Dex / +9 Mag / +9 Wil / +9 Cun Changes resistances: +9% temporal Changes resistances penetration: +15% blight / +20% temporal Changes damage: +12% acid / +30% temporal / +18% blight Maximum life: +70.00 A suit of armour made of leather. |
Scaldstreak (12 def, 22 armour)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +22 Defense: +12 (+2 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 6 fire Damage when hit (Melee): 4 mind / 10 physical Changes stats: +2 Cun Changes resistances: +19% fire / +3% mind / +10% physical Changes resistances penetration: +15% fire Mental save: +12 (+1 eff.) A suit of armour made of leather. |
Starhunter (18 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +20 Physical crit. chance: +8.0% Armour: +8 Defense: +18 (+3 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 light / 12 acid Changes resistances: +9% light Changes damage: +15% acid Stamina each turn: +1.50 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 247 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Xanowyn (20 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+3 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +8% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +5 Cun / +4 Dex Changes resistances penetration: +15% mind Changes damage: +9% acid Grants telepathy: Dragon Mental save: +12 (+1 eff.) Mental crit. chance: +2% Movement speed: +20% A suit of armour made of leather. |
Yvawe the rough leather armour (7 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +2 Defense: +7 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +6% Changes stats: +2 Con Changes resistances: +16% cold Maximum stamina: +25.00 Healing mod.: +20% A suit of armour made of leather. |
drakeskin leather armour 'Porille' (5 def, 23 armour)Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +23 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 9 fire Damage (Ranged): 9 fire Changes stats: +8 Str Changes resistances: +30% acid / +44% physical / +17% darkness / +27% fire / +12% temporal Changes resistances penetration: +10% blight Changes damage: +12% mind Cut immunity: +15% Only die when reaching: -80.00 life Light radius: +2 It can be used to activate talent Track, placing all other charms into a 10 cooldown : Effective talent level: 6.0 Power cost: 10 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 53 for 8 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
hardened leather armour 'Dairigrim' (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% Changes stats: +8 Str / +6 Wil / +6 Con Changes resistances: +24% lightning Infravision radius: +3 A suit of armour made of leather. |
Borfast's Cage (10 def, 20 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+2 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+2 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Cinderobsidian the dwarven-steel plate armour (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Fatigue: +24% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 fire Changes stats: +6 Cun / +6 Wil Changes resistances: +9% fire / +12% temporal Changes resistances penetration: +15% fire Changes damage: +6% lightning / +15% temporal Mental save: +18 (+2 eff.) A suit of armour made of metal plates. |
Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+2 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 1199.70 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 9 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Oakweeper the stralite plate armour (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 (+1 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 16 acid / 12 nature Changes resistances: +23% fire Changes resistances penetration: +25% nature Changes damage: +6% nature A suit of armour made of metal plates. |
Tyruikhad the steel plate armour (4 def, 18 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +18 Defense: +4 (+1 eff.) Fatigue: +22% Changes stats: +3 Dex Changes resistances: +5% arcane / +15% acid Physical save: +15 (+2 eff.) Spell save: +12 (+1 eff.) Healing mod.: +20% A suit of armour made of metal plates. |
Voidshine (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 (+1 eff.) Fatigue: +26% Damage when hit (Melee): 20 mind Changes resistances: +25% acid Changes resistances penetration: +15% darkness Changes damage: +6% darkness Mental save: +15 (+1 eff.) Psi when hit: +0.16 Maximum hate: +10.00 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.enlightening voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +9 Cun / +9 Wil Mental save: +25 (+3 eff.) A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.hardened voratun plate armour (9 def, 26 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+2 eff.) Fatigue: +26% Changes resistances: +13% acid / +11% physical / +13% cold / +12% lightning / +11% fire A suit of armour made of metal plates. |
stralite plate armour 'Blackmortal' (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: Physical power: +10 (+1 eff.) Armour: +13 Defense: +7 (+1 eff.) Fatigue: +26% Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 20 darkness Changes stats: +4 Str Changes resistances: +25% acid Changes damage: +3% physical Physical save: +12 (+2 eff.) Life regen: +0.40 Healing mod.: +10% A suit of armour made of metal plates. |
stralite plate armour 'Cobrasaw' (7 def, 13 armour)Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+1 eff.) Fatigue: +26% Damage when hit (Melee): 12 light / 8 acid Changes stats: +5 Wil Changes resistances: +26% blight / +26% darkness / +9% nature Changes resistances penetration: +10% acid Changes damage: +15% acid Equilibrium when hit: +0.16 Mental crit. chance: +9% Light radius: +2 Heals friendly targets nearby when you use a nature summon: +20 A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 120 block)Requires: - Strength 20 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +6% Changes stats: +5 Wil Changes resistances: +25% blight / +25% darkness Talent granted: +3 Block Special effect on block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Chalablek (12 def, 3 armour, 208.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes stats: +5 Wil / +3 Mag Maximum wards: +6 lightning / +6 temporal / +6 blight / +6 fire / +6 cold Changes resistances penetration: +25% blight / +25% mind Talents granted: +1 Ward +5 Block Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +4% Handheld deflection devices. |
Eilinidawen the Undeathroar (6 def, 2 armour, 39.5 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 21 fire Changes stats: +6 Str / +3 Dex Changes resistances: +6% nature / +13% fire Talent granted: +2 Block Physical save: +6 (+1 eff.) Handheld deflection devices. |
Emelarabrevena the voratun shield (24 def, 3 armour, 189.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +24 (+4 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +12% Changes stats: +8 Str / +3 Dex / +2 Wil Grants telepathy: All Talent granted: +5 Block Light radius: +3 Infravision radius: +3 Deflect projectiles away: +19% Handheld deflection devices. |
Emelessra the dwarven-steel shield (8 def, 12 armour, 74.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +12 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Damage (Melee): 8 acid Damage when hit (Melee): 24 acid Changes stats: +2 Dex Changes resistances: +9% fire Talent granted: +3 Block Physical save: +15 (+2 eff.) Spell save: +12 (+1 eff.) Mental save: +30 (+3 eff.) Only die when reaching: -60.00 life Handheld deflection devices. |
Emelyseba (8 def, 12 armour, 87.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +12 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Damage (Melee): 8 fire Damage when hit (Melee): 13 fire Changes resistances penetration: +25% mind Talent granted: +3 Block Reduces incoming crit damage: 15.00% Disease immunity: +15% Knockback immunity: +20% Handheld deflection devices. |
Piercing Gaze (5 def, 25 armour, 180 block)Requires: - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Radharedan (8 def, 2 armour, 78.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+1 eff.) Ranged Defense: +8 (+1 eff.) Fatigue: +12% Effects when hit in melee: * 22% chance to gain 10% of a turn (3/turn limit) Changes resistances: +13% temporal Changes resistances penetration: +25% mind Talent granted: +3 Block Critical mult.: +10.00% Mana each turn: +0.20 Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +3.00 Maximum mana: +80.00 Maximum hate: +4.00 Maximum psi: +30.00 Mental crit. chance: +3% Handheld deflection devices. |
Shieldsmaiden (5 def, 20 armour, 150 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +10% Changes resistances: +25% cold / +25% fire Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
The Black Wall (12 def, 9 armour, 200 block)Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+2 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Talent masteries: +0.20 Technique / Shield defense +0.20 Technique / Shield offense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
Titanic (20 def, 18 armour, 320 block)Requires: - Strength 37 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+3 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block)Requires: - Strength 25 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+2 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Xerubeth (6 def, 6 armour, 39.5 block)Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +6 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +8% Changes stats: +2 Con Talent granted: +2 Block Critical mult.: +15.00% Life regen: +0.40 Maximum stamina: +15.00 Handheld deflection devices. |
stralite shield 'Heatbearer' (10 def, 2 armour, 135 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 16 darkness Changes resistances: +17% blight / +14% nature / +15% mind Changes resistances penetration: +10% fire Talent granted: +4 Block Handheld deflection devices. |
stralite shield 'Poxvault' (10 def, 10 armour, 146.5 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +14% Damage (Melee): 9 fire Damage when hit (Melee): 18 fire Changes resistances: +9% nature / +6% temporal Changes resistances penetration: +25% physical Changes damage: +15% temporal Talent granted: +4 Block Only die when reaching: -40.00 life Handheld deflection devices. |
voratun shield 'Neradhetta' (12 def, 3 armour, 199.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes stats: +2 Mag / +2 Wil / +4 Cun Changes resistances: +13% acid / +13% fire / +12% lightning / +13% cold Changes resistances penetration: +5% mind Changes damage: +12% arcane Talent granted: +5 Block Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +100.00 Mindpower: +4 (+1 eff.) Handheld deflection devices. |
voratun shield 'Xitta' (12 def, 5 armour, 189.5 block)Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +5 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 24 fire Changes stats: +3 Str / +2 Mag Changes resistances: +9% light / +12% blight / +19% cold / +9% darkness / +15% fire Talent granted: +5 Block Cut immunity: +5% Infravision radius: +1 Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.voratun shield of cold resistance (+29%) (12 def, 3 armour, 187 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Changes resistances: +29% cold Talent granted: +5 Block Handheld deflection devices. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 33 power out of 100/100. The very essence of bearness! |
Aremas the Daykarma (19/19, 46.5-65.1 power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 4 Base power: 46.5 - 65.1 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 19 Turns elapse between self-loadings: 1 On weapon hit: * 20% chance to torment the target * 20% chance to curse the target Damage (Ranged): +18 blight / +20 mind / +27 darkness Burst (radius 1) on hit: +8 mind / +4 light Burst (radius 2) on crit: +8 mind Arrows are used with bows to pierce your foes to death. |
Ce'Nerira the quiver of elven-wood arrows (22/22, 46-64.4 power, 14 apr)Requires: - Dexterity 35 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 46.0 - 64.4 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +14 Crit. chance: +2.5% Capacity: 22 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +40 mind / +57 physical Burst (radius 1) on hit: +12 mind Arrows are used with bows to pierce your foes to death. |
Daimakhad the Coalbraid (19/19, 14.5-20.3 power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 14.5 - 20.3 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 19 On weapon hit: * 40% chance to inflict 15% damage reduction * 10% chance to create an air burst Travel speed: +200% Damage (Ranged): +28 darkness Burst (radius 2) on crit: +12 darkness Arrows are used with bows to pierce your foes to death. |
Deepsblur (19/19, 20.5-28.7 power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.5 - 28.7 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Arcane Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 19 On weapon hit: * 40% chance to inflict 15% damage reduction On weapon crit: * splashes the target with acid Damage (Ranged): +15 acid / +12 darkness / +8 arcane Burst (radius 1) on hit: +12 darkness Arrows are used with bows to pierce your foes to death. |
Quiver of the Sun (25/25, 34-47.6 power, 15 apr)Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 34.0 - 47.6 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Str Damage type: Bright light Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +2.0% Capacity: 25 Travel speed: +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
Scaldknight (20/20, 32.5-45.5 power, 10 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +24 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 20 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +12 temporal Burst (radius 1) on hit: +12 fire / +8 temporal Burst (radius 2) on crit: +8 temporal / +12 fire Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Lustrespitter' (15/15, 22-30.8 power, 7 apr)Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 22.0 - 30.8 Uses stats: 40% Wil, 50% Str, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 15 On weapon hit: * 40% chance to blind * 20% chance to torment the target Damage (Ranged): +15 darkness / +11 mind Burst (radius 1) on hit: +20 light Burst (radius 2) on crit: +16 light Arrows are used with bows to pierce your foes to death. |
7 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
669 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. |
3 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+0 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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 When used as an alchemist bomb: Bomb damage +10% 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 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+0 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Galaruigen (dig speed 15 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +9% acid / +7% fire / +8% darkness Changes damage: +12% acid / +3% blight Critical mult.: +25.00% Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +60.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
soldier's iron pickaxe (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Changes stats: +1 Str Changes resistances: +6% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 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 When used as an alchemist bomb: Additional 50 poison damage 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 When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
EloweInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 20 arcane resource burn Changes stats: +6 Wil Changes resistances: +12% temporal / +12% nature / +6% darkness Physical save: +15 (+2 eff.) Equilibrium when hit: +0.08 Hate when firing a critical mind attack: +3.00 Light radius: +4 Healing mod.: +30% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Mayunne the DaystrikerInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% light Changes damage: +15% arcane Spell save: +26 (+2 eff.) Mental save: +8 (+1 eff.) Mana each turn: +0.20 Light radius: +3 See stealth: +11 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (134 power, based on Willpower), costing 4 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Unrithel'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +5 Str Changes resistances: +4% physical Changes damage: +6% physical Stamina each turn: +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. |
nightwalker's brass lantern of the zealotInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +3 Wil Changes resistances: +3% all Critical mult.: +12.00% Spell save: +5 (+0 eff.) 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. |
watchleader's brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Blindness immunity: +20% Confusion immunity: +11% Light radius: +5 See stealth: +5 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 6.0 Power cost: 14 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 53 for 8 turns. The radius will increase with your Cunning. 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. |
Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+1 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 5 power out of 25/25) : Effective talent level: 5.0 Power cost: 5 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +0% all / +15% temporal Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 7 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
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. |
Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / 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 to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
9 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% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 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% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 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% When used as an alchemist bomb: Life regen 5% of max life 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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 67 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. |
Rod of Spydric Poison (8/8)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 1037.52 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 9 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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. |
Brodyrim the pouch of dwarven-steel shots (21/21, 35.5-42.6 power, 3 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 35.5 - 42.6 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +16.0% Capacity: 21 On weapon hit: * 20% chance to corrode armour by 30% On weapon crit: * cripple the target Damage (Ranged): +9 lightning / +10 temporal / +5 nature / +20 acid Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +7 lightning Shots are used with slings to pummel your foes to death. |
Lisuth the Nightraptor (19/19, 54.5-65.4 power, 6 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 54.5 - 65.4 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +23 Armour Penetration: +6 Crit. chance: +7.0% Capacity: 19 Damage (Ranged): +36 darkness Burst (radius 1) on hit: +36 darkness Burst (radius 2) on crit: +8 fire Shots are used with slings to pummel your foes to death. |
Star Shot (20/20, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Fire Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Velyrin the pouch of voratun shots (20/20, 56-67.2 power, 6 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 56.0 - 67.2 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 20 On weapon hit: * 41% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +16 temporal / +24 mind Burst (radius 1) on hit: +24 temporal / +16 fire Burst (radius 2) on crit: +8 mind Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Bethynn' (19/19, 42-50.4 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 42.0 - 50.4 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +11.0% Capacity: 19 On weapon hit: * 20% chance to torment the target * 20% chance to curse the target Travel speed: +200% Damage (Ranged): +8 blight / +16 physical / +10 mind / +21 darkness When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots 'Betirin' (19/19, 35-42 power, 3 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Base power: 35.0 - 42.0 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +10.0% Capacity: 19 On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) * Random elemental explosion On weapon crit: * cripple the target Damage (Ranged): +9 temporal Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +8 mind Shots are used with slings to pummel your foes to death. |
pouch of steel shots 'Korygrim' (19/19, 21-25.2 power, 2 apr)Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.0 - 25.2 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 19 On weapon hit: * 25% chance for lightning to arc to a second target Damage (Ranged): +10 lightning / +4 mind Burst (radius 1) on hit: +20 mind / +16 acid Burst (radius 2) on crit: +4 mind / +16 acid Shots are used with slings to pummel your foes to death. |
Branarin [power 121] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +2 Cun / +5 Wil Maximum wards: +3 physical / +3 mind / +4 darkness Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Ward Mental save: +6 (+0 eff.) Psi when hit: +0.12 Infravision radius: +3 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 121 for 7 turns, putting all charms on cooldown for 7 turns. Torques are made by powerful psionics to store psionic powers. |
The JoltInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes damage: +10% mind / +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
iron torque of clear mind 'Gloomstinger' [power 1] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +27% cold Maximum wards: +2 physical / +2 mind / +2 darkness Changes damage: +9% darkness Talent granted: +1 Ward Physical save: +18 (+2 eff.) Blindness immunity: +15% Cut immunity: +15% Silence immunity: +10% Pinning immunity: +10% It can be used to absorb and nullify at most 1 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.psionic voratun torque of clear mind [power 5] (4 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to absorb and nullify at most 5 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
quick iron torque of thermal psionic shield [power 23] (5 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
stralite torque of psychoportation 'Glarecrypt' [power 53] (10 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 20 arcane Changes damage: +15% mind / +9% light Talent cooldown: Silence (-1 turn) Talent granted: +5 Silence Psi when hit: +0.16 Mindpower: +16 (+3 eff.) Mental crit. chance: +5% It can be used to teleport randomly (rad 53), putting all charms on cooldown for 10 turns. Torques are made by powerful psionics to store psionic powers. |
Darkoath the ash totem of thorny skin [power 29] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +6% mind / +9% darkness Changes resistances penetration: +5% darkness Changes damage: +12% darkness / +6% mind It can be used to harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40%, putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
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 (+1 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 12 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
4 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% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Boltvice [power 253] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 lightning Changes resistances: +18% acid Maximum wards: +3 lightning / +4 temporal / +3 blight / +4 fire / +4 cold Changes resistances penetration: +10% lightning Changes damage: +21% lightning Talent granted: +1 Ward Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to fire a bolt of a random element with (base) damage 126 to 253, 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. |
Dimwar the dragonbone wand of conjuration [power 487] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +6% lightning / +3% temporal / +6% nature / +6% light Changes resistances penetration: +10% acid Changes damage: +6% acid / +6% darkness Maximum vim: +18.00 It can be used to fire a bolt of a random element with (base) damage 244 to 487, 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. |
Salidawen the elven-wood wand of trap destruction [power 80] (5 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 12 mind / 16 blight Changes damage: +9% arcane Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Psi when hit: +0.24 Mental crit. chance: +13% It can be used to disarm traps (80 bonus disarm power, based on Magic) along a range 4 line, putting all charms on cooldown for 5 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+1 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 358.38 temporal and 385.53 darkness damage (based on Magic), costing 7 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
yew wand of clairvoyance 'Jetwing' [power 12] (2 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane / 16 darkness Changes resistances: +20% darkness Changes damage: +27% arcane It can be used to reveal the area around you, dispelling darkness (radius 12, power 80 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 2 turns. When used: 100% chance to regenerate 5 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
9 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+1 eff.) Mental save: +10 (+1 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 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% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 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% When used as an alchemist bomb: 10% chance to stun for 2 turns 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% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, you sacrificed yourself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Zaxine the Doomelf Doombringer level 36
3rd Dusk 123rd year of Ascendancy at 04:07 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Zaxine the Doomelf Doombringer level 18
37th Haze 122nd year of Ascendancy at 15:53 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Zaxine the Doomelf Doombringer level 35
2nd Mirth 123rd year of Ascendancy at 10:29 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Zaxine the Doomelf Doombringer level 41
29th Haze 123rd year of Ascendancy at 03:44 see stats
Are you out of your mind?! (Nightmare (Roguelike) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Zaxine the Doomelf Doombringer level 43
32nd Regrowth 124th year of Ascendancy at 08:43 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Zaxine the Doomelf Doombringer level 40
28th Haze 123rd year of Ascendancy at 05:46 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Zaxine the Doomelf Doombringer level 50
80th Regrowth 124th year of Ascendancy at 03:30 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By Zaxine the Doomelf Doombringer level 37
1st Haze 123rd year of Ascendancy at 04:25 see stats
Demonic Invasion (Nightmare (Roguelike) difficulty)
Stopped a demonic invasion by closing their portal.By Zaxine the Doomelf Doombringer level 50
79th Regrowth 124th year of Ascendancy at 04:53 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Zaxine the Doomelf Doombringer level 39
25th Haze 123rd year of Ascendancy at 18:33 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Zaxine the Doomelf Doombringer level 9
76th Pyre 122nd year of Ascendancy at 00:50 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Zaxine the Doomelf Doombringer level 23
25th Regrowth 123rd year of Ascendancy at 17:35 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Zaxine the Doomelf Doombringer level 24
26th Regrowth 123rd year of Ascendancy at 12:10 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Zaxine the Doomelf Doombringer level 29
10th Pyre 123rd year of Ascendancy at 11:44 see stats
Fear of Fours (Nightmare (Roguelike) difficulty)
Killed all four bosses of the Slime Tunnels.By Zaxine the Doomelf Doombringer level 50
79th Regrowth 124th year of Ascendancy at 18:56 see stats
Guiding Hand (Nightmare (Roguelike) difficulty)
Saved all escorted adventurers.By Zaxine the Doomelf Doombringer level 37
25th Haze 123rd year of Ascendancy at 00:27 see stats
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Zaxine the Doomelf Doombringer level 8
76th Pyre 122nd year of Ascendancy at 00:37 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Zaxine the Doomelf Doombringer level 18
37th Haze 122nd year of Ascendancy at 16:25 see stats
I cleared the room of death and all I got was this lousy achievement! (Nightmare (Roguelike) difficulty)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By Zaxine the Doomelf Doombringer level 43
32nd Regrowth 124th year of Ascendancy at 08:48 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Zaxine the Doomelf Doombringer level 10
76th Pyre 122nd year of Ascendancy at 04:01 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Zaxine the Doomelf Doombringer level 20
5th Decay 122nd year of Ascendancy at 06:43 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Zaxine the Doomelf Doombringer level 30
32nd Pyre 123rd year of Ascendancy at 00:24 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Zaxine the Doomelf Doombringer level 40
26th Haze 123rd year of Ascendancy at 00:11 see stats
Level 50 (Nightmare (Roguelike) difficulty)
Got a character to level 50.By Zaxine the Doomelf Doombringer level 50
53rd Regrowth 124th year of Ascendancy at 08:23 see stats
Once bitten, twice shy (Nightmare (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Zaxine the Doomelf Doombringer level 25
26th Regrowth 123rd year of Ascendancy at 20:41 see stats
Orcrist (Nightmare (Roguelike) difficulty)
Killed the leaders of the Orc Pride.By Zaxine the Doomelf Doombringer level 50
79th Regrowth 124th year of Ascendancy at 16:05 see stats
Overpowered! (Nightmare (Roguelike) difficulty)
Did over 6000 damage in one attack.By Zaxine the Doomelf Doombringer level 41
29th Haze 123rd year of Ascendancy at 03:13 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Zaxine the Doomelf Doombringer level 11
1st Summertide 122nd year of Ascendancy at 02:25 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Zaxine the Doomelf Doombringer level 27
34th Regrowth 123rd year of Ascendancy at 03:32 see stats
Selfless (Nightmare (Roguelike) difficulty)
Won ToME by closing the Void portal using yourself as a sacrifice.By Zaxine the Doomelf Doombringer level 50
1st Time of Balance 124th year of Ascendancy at 07:30 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Zaxine the Doomelf Doombringer level 26
33rd Regrowth 123rd year of Ascendancy at 12:44 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Zaxine the Doomelf Doombringer level 16
36th Haze 122nd year of Ascendancy at 21:34 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Zaxine the Doomelf Doombringer level 39
25th Haze 123rd year of Ascendancy at 19:09 see stats
Tactical master (Nightmare (Roguelike) difficulty)
Fought the two Sorcerers without closing any invocation portals.By Zaxine the Doomelf Doombringer level 50
1st Time of Balance 124th year of Ascendancy at 07:30 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Zaxine the Doomelf Doombringer level 11
20th Dusk 122nd year of Ascendancy at 02:54 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Zaxine the Doomelf Doombringer level 10
3rd Mirth 122nd year of Ascendancy at 16:35 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Zaxine the Doomelf Doombringer level 18
37th Haze 122nd year of Ascendancy at 15:53 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Zaxine the Doomelf Doombringer level 30
53rd Pyre 123rd year of Ascendancy at 23:04 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By Zaxine the Doomelf Doombringer level 31
79th Pyre 123rd year of Ascendancy at 19:22 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Zaxine the Doomelf Doombringer level 19
80th Haze 122nd year of Ascendancy at 21:06 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Zaxine the Doomelf Doombringer level 4
74th Pyre 122nd year of Ascendancy at 14:31 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Zaxine the Doomelf Doombringer level 2
74th Pyre 122nd year of Ascendancy at 11:35 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Zaxine the Doomelf Doombringer level 35
2nd Mirth 123rd year of Ascendancy at 08:14 see stats
Well trained (Nightmare (Roguelike) difficulty)
Deal one million damage to training dummies in a single training session.By Zaxine the Doomelf Doombringer level 35
3rd Mirth 123rd year of Ascendancy at 00:04 see stats
Log
Quest 'Falling Toward Apotheosis' is done! (Press 'j' to see the quest log)
New Achievement: Tactical master (Nightmare (Roguelike) difficulty)!
Quest 'Falling Toward Apotheosis' status updated! (Press 'j' to see the quest log)
Zaxine's spell attains critical power!
Zaxine shrugs off the critical damage!
Zaxine HEALS from physical damage!
Zaxine HEALS from blight damage!
Zaxine hits Argoniel for 59 fire, 52 cold, 55 lightning, 52 arcane, 36 mind, 80 fire, 18 mind, 71 cold, 36 mind, 75 lightning, 36 mind, 71 arcane (639 total damage).
Share the Pain hits Argoniel for (948 to bones), 0 fire, 837 cold, 885 lightning, 837 arcane, 583 mind, 1289 fire, 583 mind, 1138 cold, 583 mind, 1204 lightning, 583 mind, 1138 arcane, 5 fire, 5 cold, 5 lightning, 5 arcane, 2 mind, 7 fire, 3 mind, 7 cold, 3 mind, 7 lightning, 3 mind, 7 arcane, 324 fire, 286 cold, 303 lightning, 286 arcane, 199 mind, 441 fire (11558 total damage).
Argoniel hits Zaxine for 5 physical, 3 healing, 1 physical, 4 blight, 3 healing (9 total damage) [6 healing].
Argoniel receives 117 healing.
Share the Pain killed Argoniel!
Saving game...
Lore found: closing the void farportal
You can read all your collected lore in the game menu, by pressing Escape.
New Achievement: Selfless (Nightmare (Roguelike) difficulty)!
Option unlocked: New game difficulty mode: Insane
Saving done.
Zaxine deactivates Corruption of the Doomed.
Zaxine deactivates Flame of Urh'Rok.
Zaxine deactivates Horrifying Blows.
Zaxine is free from the acid.
Zaxine's weapon stops glowing.
Zaxine deactivates Precise Strikes.
Zaxine deactivates Chant of Resistance.
Zaxine deactivates Abyssal Shield.
Zaxine deactivates Mental Tyranny.
Zaxine deactivates Eternal Suffering.
Zaxine deactivates Share the Pain.
















































































































































































































































































































































































