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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.0Donators/Buyers bonus! Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
adventurers_unlocked 1.4.8Allows adventurers to play the game with any combination of other class skills. The adventurer class can now use Skirmisher talents, Stone Warden talents and Cursed Aura, as well as the Tinker system. It also starts with a steam generator, and because I also tend to play with Adventurer Tweaks, it starts with two extra talent and generic points, three extra stat points, and has a mastery of 1.3 in all categories. Exponential Leveling 1.5.5Exponential 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
More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Spell Merchants 1.6.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file Will conflict with \"Extra Dungeons\" and \"GodMode Merchant\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Temporal Warden |
| Level / Exp | 28 / 53% |
| Size | huge |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 367 (base 60) |
| Dexterity | 386 (base 60) |
| Constitution | 451 (base 60) |
| Magic | 381 (base 60) |
| Willpower | 296 (base 60) |
| Cunning | 400 (base 60) |
Resources
| Mana | 803/1351 |
| Negative | 0/1968 |
| Life | 13108/13108 |
| Paradox | 409 |
| Soul | 220/220 |
| Steam | 0/2000 |
| Hate | 2000/2000 |
| Equilibrium | 30 |
| Vim | 1531/1531 |
| Insanity | 0/100 |
| Positive | 1913/1913 |
| Stamina | 2123/2186 |
| Psi | 2149/2149 |
| Healing Factor | 2.5 |
| Regeneration | 896.1599725931 |
Speed
| Mental | +301.8447496501% |
| Attack | +272.66317830206% |
| Movement | +1994.3109038185% |
| Spell | +404.66903792128% |
| Global | +198.95328183066% |
Vision
| Sight | 14 |
| Lite | 17 |
| Infravision | 18 |
| See Stealth | 536.26609217704 |
| See Invisible | 703.61613130035 |
| Stealth | 5.6843418860808E-14 |
Offense: Mainhand
| Damage | 874 |
| Accuracy | 185 |
| Crit Chance | 469% |
| APR | 125 |
| Speed | 0.25 |
Offense: Offhand
| Damage | 791 |
| Accuracy | 185 |
| Crit Chance | 469% |
| APR | 94 |
| Speed | 0.25 |
Offense: Spell
| Spellpower | 291 |
| Crit Chance | 100% |
| Speed | 0.19814966341485 |
| Cooldown Reduction | 90 |
Offense: Mind
| Mindpower | 245 |
| Crit Chance | 100% |
| Speed | 0.26833882664669 |
Offense: Damage Bonus
| Acid | +183% |
| Blight | +212% |
| Arcane | +21% |
| Cold | +69% |
| All | +2% |
| Physical | +95% |
| Lightning | +197% |
| Light | +320% |
| Temporal | +32% |
| Mind | +51% |
| Darkness | +248% |
| Fire | +441% |
| Nature | +49% |
Offense: Damage Penetration
| Acid | +73% |
| Blight | +63% |
| Arcane | +82% |
| Cold | +119% |
| All | +25% |
| Darkness | +75% |
| Light | +107% |
| Temporal | +37% |
| Physical | +174% |
| Lightning | +129% |
| Fire | +174% |
| Nature | +63% |
Defense: Base
| Armour (hardiness) | 889.37892408414 (91.218933222179%) |
| Defense | 243 |
| Ranged Defense | 258 |
| Fatigue | 0 |
| Physical Save | 129 |
| Spell Save | 119 |
| Mental Save | 96 |
Defense: Resistances
| Acid | + 71%( 71%) |
| Blight | + 71%( 71%) |
| Arcane | + 71%( 71%) |
| Cold | + 71%( 71%) |
| All | +136%( 71%) |
| Physical | + 71%( 71%) |
| Lightning | + 71%( 71%) |
| Light | + 71%( 71%) |
| Temporal | + 71%( 71%) |
| Mind | + 71%( 71%) |
| Darkness | + 71%( 71%) |
| Fire | + 71%( 71%) |
| Nature | + 71%( 71%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 64% |
| Poison Resistance | 19% |
| Blind Resistance | 100% |
| Bleed Resistance | 66% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1509% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 2 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 4 turns and blocking 198 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 1308 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1558% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 1405 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Steamtech / Gunslinging | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Oblivion | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Scourge drake | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Butchery | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Guardian | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Terrene technomancy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Elusiveness | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed assault | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Called Shots | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Slaughter | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Sanguisuge | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Void | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Age Manipulation | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Psytech gunnery | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Bloodthirst | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Two-handed weapons | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Occult technomancy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Galvanic technomancy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Writhing body | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Pugilism | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Void | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Reflection | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery excellence | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Sunlight | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Earth | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Energies | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Timeline Threading | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Battle tactics | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Chronophage | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Brutality | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Dirty fighting | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Cosmic | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Throwing knives | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Sol | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Gloom | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemical warfare | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Mecharachnid | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Blood | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Crusader | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Hounds | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (advanced) | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Shadowflame | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Artillery | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Turrets | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Heavy weapons | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Gadgets | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Dread | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Matter | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Demolition | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Poisons | 2.00 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| Corruption / Torture | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Magnetism | 2.00 |
| 5/5 |
| 5/5 |
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| 5/5 |
| Steamtech / Mechstar | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Thoughts of iron | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Furnace | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Vim | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Automation | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Rampage | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Assassination | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Higher draconic abilities | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Unarmed discipline | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Venom drake aspect | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Automated butchery | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Scourge | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Demonic pact | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Slow death | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Circles | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Battle machinery | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Path of horror | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (melee) | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Sniper | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Sawmaiming | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Storm | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery training | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Disfigured face | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Gravity | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Friend of the worm | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / One with shadows | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Speed Control | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Reaving combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Rot | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Superiority | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual techniques | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Spellblaze | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Dual weapons | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Doom shield | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Timethief | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Entropy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery - bows | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Madness | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Nightfall | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Controlled horrors | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Battlefield management | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Star fury | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Golemancy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Undead drake | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Advanced shadowmancy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Tentacles | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Munitions | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Plague | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Heart of Fire | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Fearfire | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Wrath | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Prophecy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Warcries | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (utility) | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Twilight | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Temporal Combat | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Timetravel | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Infernal combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Ambush | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Meta | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Cold drake aspect | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Berserker's strength | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Stealth | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Darkness | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Frost alchemy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Strife | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Sand drake aspect | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Nether | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Endless hunt | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Demon seeds | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Archery | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Archery prowess | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Agility | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Glyphs | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Avoidance | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Spellbinding | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Wildfire | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Eldritch stone | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Energy alchemy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Flux | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Threaded Combat | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Bow Threading | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Radiance | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Trapping | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Marksmanship | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Fears | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Horrific body | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Fire alchemy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Predator | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Absorption | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Finishing moves | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Punishments | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Grave | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Grappling | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Blight | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Bone | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Bullets mastery | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Reflexes | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Stasis | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Artifice | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Guardian | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Fire | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Fire drake aspect | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Tireless Combatant | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Eldritch shield | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Gunner training | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Shadow magic | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Spacetime Folding | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Advanced-golemancy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Temporal | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Ice | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Acid alchemy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Shadows | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Rift | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Animus | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Explosive admixtures | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Blade Threading | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Enhancement | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Eclipse | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (distance) | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Duelist | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Arcane | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aether | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Doom covenant | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Summoning (augmentation) | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Force of will | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed form | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Engineering | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Vile life | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Doom | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed aura | 2.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Shalore | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Manifold | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Chronomancy | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Chemistry | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Staff combat | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Physics | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Gestures | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Field control | 2.00 |
| 5/5 |
| 5/5 |
| Corruption / Curses | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Lethality | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Spacetime Weaving | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Demonic strength | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Black-magic | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Divination | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Beyond sanity | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Torment | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Thuggery | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Oppression | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Fate Weaving | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Energy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Corruption / Hexes | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Survival | 2.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Scoundrel | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Hymns | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Aegis | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Mobility | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Steamtech / Blacksmith | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Necrosis | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Chants | 2.00 |
| 5/5 |
| Demented / Calamity | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Stone alchemy | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Unarmed training | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Dark sustenance | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Acrobatics | 2.00 |
| 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 |
Effects
| talent | Stone Skin |
| talent | Secrets of the Eternals |
| talent | Incendiary Ammunition |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Tale of Destruction |
| talent | Flame of Urh'Rok |
| talent | Raze |
| talent | Automated Cloak Tessellation |
| talent | Ice Core |
| talent | Pure Aether |
| talent | Close Combat Management |
| talent | Master Summoner |
| talent | Lightning Infusion |
| talent | Trained Reactions |
| talent | Exoskeleton |
| talent | Energy Decomposition |
| talent | Kinetic Shield |
| talent | Atrophy |
| talent | Blood Fury |
| talent | Horrifying Blows |
| talent | Ruin |
| talent | Slow Motion |
| talent | Molten Iron Blood |
| talent | Fiery Hands |
| talent | Dark Ritual |
| talent | Jinxed Touch |
| talent | Apply Poison |
| talent | Crystalline Focus |
| talent | Disintegration |
| talent | Spellcraft |
| talent | Icy Skin |
| talent | Embedded Restoration Systems |
| talent | Shadow Feed |
| talent | Blood Vengeance |
| talent | Overkill |
| talent | Daunting Presence |
| talent | Burning Wake |
| talent | Bleak Outcome |
| talent | Shadow Decoy |
| talent | Arcane Combat |
| talent | Matter Weaving |
| talent | Glyphs |
| talent | Thunderstorm |
| talent | Tempest |
| talent | Arcane Power |
| talent | Living Lightning |
| talent | Shielding |
| talent | Shadow Combat |
| talent | Miasma Engine |
| talent | Hurricane |
| talent | Shattering Impact |
| talent | Reaping |
| talent | Furnace |
| talent | Stalk |
| talent | Hymn of Shadows |
| talent | Bone Shield |
| talent | Savage Hunter |
| talent | Cryogenic Digs |
| talent | Reality Smearing |
| talent | Abyssal Shield |
| talent | Gravity Locus |
| talent | Yarrrr!! |
| talent | Second Life |
| talent | Wildfire |
| talent | Void Stars |
| talent | Elemental Discord |
| talent | Phase Pulse |
| talent | Disruption Shield |
| talent | Temporal Hounds |
| talent | Deflection |
| talent | Shadows Empathy |
| talent | Charged Shield |
| talent | Agile Gunner |
| talent | Hardened Core |
| talent | Eternal Suffering |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Call Shadows |
| talent | Chant of Light |
| talent | Body of Fire |
| talent | Solar Wind |
| talent | Weapon Folding |
| talent | Insidious Poison |
| talent | Uttercold |
| talent | Erupting Shadows |
| talent | Arcane Feed |
| talent | Weapon of Light |
| talent | Chaos Orbs |
| talent | Weapon of Wrath |
| talent | Premonition |
| talent | Corona |
| talent | Searing Sight |
| talent | Essence of Speed |
| talent | Shattered Mind |
| talent | Infestation |
| talent | Gloom |
| beneficial effect | All stats increased by 167. Pain Enhancement System |
| beneficial effect | Hunting: Marked Prey- Cyruna the vampire 26% Received damage reduction against: - Ice - Xorn - Bear - Elf - Vampire - Snake |
| beneficial effect | The thrill of combat improves the target's maximum life by 20%, life regeneration by 43.28, and stamina regeneration by 8.66. Bloodbath |
| beneficial effect | The target is moving is 161% faster. 3 Celerity |
| beneficial effect | Tuning Paradox at a rate of -19 per turn. Spacetime Tuning |
| beneficial effect | The target is out of phase with reality, increasing defense by 40, resist all by 40%, and reducing the duration of detrimental timed effects by 40%. Out of PhaseThese effects cap at 40%. |
| beneficial effect | The target is concealed, increasing sight and attack range by 4 and chance to avoid damage by 40%. Concealment |
| beneficial effect | Your movement speed is increased by 58%. Your casting speed is increased by 0%. Celestial Acceleration |
| beneficial effect | Movement is 1000% faster. Step Up |
| detrimental effect | The target is wasting away from entropic forces, taking 624.12 damage per turn. Entropic Wasting |
| beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
| beneficial effect | The target is surrounded by a magical shield, absorbing 58635/58635 damage before it crumbles. Damage Shield |
| beneficial effect | Increases defense by 58. Mobile Defense |
| beneficial effect | Increases attack, spell, and mind speed by 27%. 1 Time Dilation |
| beneficial effect | Has 12 throwing knives prepared: 12 KnivesRange: 8 Net Damage: 997 - 1396 Accuracy: 203 (knife) APR: 102 Crit Chance: +497% Crit mult: 824% Uses Stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun |
| beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 53% and triggers a radius 11 conal explosion dealing 55% steamgun damage. 3 stacks remaining. Reactive Armor |
| beneficial effect | The target's blight and acid damage is increased by 155%. Bloodfury |
| beneficial effect | The target is in a magical frenzy, improving spellpower by 21. Bloodlust |
| beneficial effect | The target stands strong, increasing all resistances by 4.5% and resistance caps by 1.0%. Eternal Warrior |
| beneficial effect | Immune to detrimental physical effects Elemental Surge: Physical |
| beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
| beneficial effect | Next 6 melee attacks are certain to critically strike, and this unit has 53% more critical power. Voracious Blade |
| beneficial effect | The target has 6 increased saves and defense, and 4% increased critical chance. 2 Jinx |
| beneficial effect | Parrying melee and ranged attacks: Has a 98% chance to deflect up to 94 damage from the next 6.5 attack(s). Parried attacks cannot crit. Parrying |
Quests
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 |
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 successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Wolfmire. Escort: lost defiler (level 3 of Wolfmire)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 294. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed vampire lord fang. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed warg claw. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed wretchling eyeball. * You've found the needed pouch of luminous horror dust. | active |
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 have met what seems to be a future version of yourself. The Way We Weren'tYou killed your future self. In the future, you might wish to avoid time-traveling back to this moment... | 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 within1 lumberjacks have died. | 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 | pair of hardened leather boots 'Khelesta' (0 def, 4 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Physical power: +10 (+0 eff.) Armour: +4 Effects on melee hit: * 20% chance to reduce armor by 86% Changes resistances: +9% acid / +13% temporal / +16% darkness Changes resistances penetration: +10% acid / +12% temporal / +12% darkness Spellpower: +12 (+1 eff.) Mindpower: +5 (+1 eff.) Defense after a teleport: +11 Resist all after a teleport: +13% New effects duration reduction after a teleport: +20% A pair of boots made of leather. |
| Light source | bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +7 (+1 eff.) Light radius: +6 See stealth: +6 See invisible: +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. |
| On head | hardened leather cap 'Daimafang' (0 def, 4 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Str / +12 Dex / +2 Mag / +3 Con Changes resistances: +10% cold Allows you to breathe in: water Light radius: +2 A cap made of leather. |
| On hands | Murkspar (0 def, 3 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 10 mind Changes stats: +6 Wil Changes resistances: +10% mind Changes damage: +8% mind / +9% darkness Critical mult.: +20.00% Psi when hit: +0.08 Hate when firing a critical mind attack: +2.00 Mental crit. chance: +5% When used to modify unarmed attacks: Base power: 28.0 - 30.8 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Psychic Lobotomy (20% chance level 5). Damage (radius 2) on crit: +15 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Polalrath the Prismgore (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +7 (+0 eff.) Changes stats: +3 Str Changes resistances: +9% mind Changes resistances penetration: +25% light / +10% lightning Changes damage: +12% mind Critical mult.: +13.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring 'Glarewend'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +7 Con / +3 Wil Changes damage: +15% mind Maximum encumbrance: +20 Light radius: +2 Infravision radius: +3 Rings make your fingers look great! |
| On fingers | treant's stralite ring of the mind (+6%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +6% blight / +9% nature / +14% mind Changes damage: +14% mind Poison immunity: +19% Disease immunity: +17% Rings make your fingers look great! |
| Around neck | 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... |
| In main hand | Blade of Distorted Time (40-56 power, 40 apr)Requires: - Magic 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 160% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +40 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * deals 401 temporal damage and slows enemies in radius 6 of the target by 411% based on Magic Damage conversion: 20% temporal When wielded/worn: Changes damage: +30% temporal / +30% physical Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% It can be used to activate talent Blink Blade (costing 5 power out of 10/10) : Effective talent level: 11.6 Power cost: 5 out of 10/10. Range: 13 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 131% damage. Then teleport next to a second random enemy, attacking for 131% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
| Around waist | insulating rough leather belt of containmentPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +6% cold Maximum life: +50.00 Maximum mana: +31.00 Maximum stamina: +28.00 Maximum hate: +10.00 Maximum psi: +21.00 Maximum vim: +22.00 Maximum pos.energy: +21.00 Maximum neg.energy: +20.00 Reduces paradox anomalies(equivalent to willpower): +10 A belt that goes around your waist. |
| In off hand | Glintsteel (38-50 power, 9 apr)Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 38.5 - 50.1 Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +8 fire Damage (radius 2) on crit: +12 lightning / +8 fire When wielded/worn: Changes resistances: +12% light Changes damage: +9% light Sharp, short and deadly. |
| Cloak | restorative cashmere cloak of implacability (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +10% nature / +13% blight Physical save: +7 (+1 eff.) Mental save: +8 (+2 eff.) Life regen: +2.00 Only die when reaching: -50.00 life Healing mod.: +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Aeryzilahor (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +5 Con Changes resistances: +13% blight / +33% cold / +27% lightning / +13% all Changes damage: +18% lightning / +22% cold Life regen: +3.30 Stamina each turn: +3.00 Only die when reaching: -40.00 life Maximum life: +60.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the warrior (speed 1512%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1512% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.regeneration infusion of the psychic (heal 1066; 12 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 1066 life over 5 turns. 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 nature talent. |
This item will automatically be transmogrified when you leave the level.wild infusion of the warrior (res 92%; magical; dur 4; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 92% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 3 Travel Speed: instantaneous Usage Speed: Spell (20% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, darkness, arcane, nature, lightning)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 2 Travel Speed: instantaneous Usage Speed: Spell (20% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 2 physical, 3 darkness, 3 arcane, 4 nature, 5 lightning It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Reflection (--)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: 2 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 7949 damage for 6 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. |
This item will automatically be transmogrified when you leave the level.Rune of the Rift (1334.00 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: 2 Travel Speed: instantaneous Usage Speed: Spell (20% of a turn) Is: a spell Description: Inflicts 1760.88 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 spell talent. |
This item will automatically be transmogrified when you leave the level.Feathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+2 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
copper amulet 'Flashriver'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Changes resistances penetration: +10% light Changes damage: +12% lightning Stun/Freeze immunity: +21% Light radius: +2 Amulets make your neck look great! |
Aerumida the ChargewitchPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 86 Changes resistances: +6% lightning Blindness immunity: +22% Infravision radius: +3 See stealth: +5 See invisible: +6 Rings make your fingers look great! |
Dazzlewreath the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +12 Effects on melee hit: * 20% chance to reduce all saves and defense by 86 Changes stats: +8 Str / +2 Dex / +4 Mag / +8 Wil / +2 Con Changes resistances penetration: +25% light Rings make your fingers look great! |
Writhing Ring of the HunterPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
This item will automatically be transmogrified when you leave the level.Yveleraba Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +15 (+2 eff.) Armour: +8 Changes stats: +5 Dex / +3 Con Changes resistances: +22% lightning Changes damage: +11% lightning Critical mult.: +15.00% Rings make your fingers look great! |
steel ring 'Xanatta'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +9 Cun / +4 Mag Changes damage: +24% temporal Spell save: +8 (+2 eff.) Mental save: +9 (+2 eff.) Equilibrium when hit: +0.12 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.warrior's copper ring of pilfering Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+1 eff.) Armour penetration: +8 Armour: +6 Defense: +8 (+1 eff.) Changes stats: +3 Str It can be used to activate talent Disengage, placing all other charms into a 5 cooldown : Effective talent level: 7.0 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 7 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 221% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Berilathakhad (12-19 power, 1 apr)Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 12.5 - 18.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +6 Wil / +5 Cun / +6 Con Mental save: +9 (+2 eff.) Psi when hit: +0.04 Massive two-handed battleaxes. |
Blackqueller (24-37 power, 2 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 24.5 - 36.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +9% darkness Changes damage: +12% arcane Critical mult.: +20.00% Physical save: +9 (+1 eff.) Massive two-handed battleaxes. |
Delodeldir the iron battleaxe (15-22 power, 1 apr)Requires: - Magic 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.0 - 22.5 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 14 turns (checks Confusion immunity) Damage (radius 1) on hit: +12 mind Damage (radius 2) on crit: +8 mind When wielded/worn: Changes stats: +1 Wil Changes resistances penetration: +5% temporal Massive two-handed battleaxes. |
Glimmerquencher the dwarven-steel battleaxe (32-48 power, 2 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Wound the target dealing 818 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 (+0 eff.) Defense: +15 (+2 eff.) Changes resistances: +6% mind Changes resistances penetration: +25% light Maximum life: +20.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed battleaxes. |
Grinugohell (21-32 power, 4 apr)Requires: - Magic 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.0 - 31.5 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 9% chance to slow global speed by 121% Damage (Melee): +8 physical / +16 mind When wielded/worn: Defense: +15 (+2 eff.) Stamina each turn: +2.00 Massive two-handed battleaxes. |
Sunmaim (16-24 power, 1 apr)Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 16.0 - 24.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 light When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% temporal / +3% cold Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel battleaxe of rage (32-48 power, 2 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.0 - 48.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+1 eff.) Changes stats: +6 Str Changes damage: +7% physical Massive two-handed battleaxes. |
iron battleaxe 'Frozenonslaught' (14-21 power, 1 apr)Requires: - Magic 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.0 - 21.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 86% Damage (Melee): +9 darkness / +4 cold Damage against: +9% Living When wielded/worn: Changes resistances: +3% cold Changes resistances penetration: +10% acid Changes damage: +12% fire Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.warbringer's dwarven-steel battleaxe (34-51 power, 2 apr) Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.0 - 51.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Physical power: +10 (+0 eff.) Changes stats: +3 Con Changes resistances penetration: +7% physical Disarm immunity: +22% Massive two-handed battleaxes. |
Balyroddagar the Glintbile (11-14 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 11.0 - 14.3 Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (radius 1) on hit: +8 light / +4 mind When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+1 eff.) Damage when hit (Melee): 2 cold Changes resistances penetration: +15% light Disarm immunity: +20% Sharp, short and deadly. |
Blindgash (10-13 power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 75 Damage (Melee): +6 nature When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances penetration: +5% light Light radius: +3 Sharp, short and deadly. |
Borareyon the Muckpain (24-31 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 24.0 - 31.2 Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +20 nature Damage (radius 1) on hit: +8 nature Damage (radius 2) on crit: +8 light When wielded/worn: Armour: +2 Changes resistances: +3% nature / +3% fire Changes damage: +9% nature Sharp, short and deadly. |
Isoba (10-14 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (radius 2) on crit: +12 physical When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+1 eff.) Changes resistances: +1% physical Critical mult.: +10.00% Disarm immunity: +23% Only die when reaching: -20.00 life Sharp, short and deadly. |
Jetknight the iron dagger (10-12 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 68% Damage (radius 2) on crit: +16 fire When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+1 eff.) Changes resistances penetration: +20% darkness / +10% fire Changes damage: +9% darkness Disarm immunity: +24% Sharp, short and deadly. |
Politha (29-38 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 303 damage When wielded/worn: Changes stats: +5 Str / +4 Dex Critical mult.: +20.00% Stamina each turn: +2.00 Sharp, short and deadly. |
Rotstinger the steel dagger (14-18 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 121% * 25% chance for lightning to strike from the target to a second target dealing 303 damage Damage (Melee): +4 nature Damage (radius 2) on crit: +8 fire When wielded/worn: Damage when hit (Melee): 2 cold Changes resistances penetration: +25% fire Changes damage: +6% cold Sharp, short and deadly. |
Stokequill the dwarven-steel dagger (21-27 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 21.0 - 27.3 Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 303 damage When wielded/worn: Armour: +6 Changes resistances: +9% acid / +6% fire / +6% temporal Disease immunity: +20% Sharp, short and deadly. |
Umbral Razor (25-32 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% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% On weapon hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. 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 9 power out of 20/20) : Effective talent level: 9.0 Power cost: 9 out of 20/20. Range: 10 Travel Speed: 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 3059.22 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (15-20 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, 45% Cun, 50% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+2 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. |
Vilebane (14-19 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 14.5 - 18.9 Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 1) on hit: +8 mind When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +11 (+1 eff.) Changes stats: +4 Cun / +4 Wil Changes resistances: +9% nature / +6% fire Changes damage: +6% nature Disarm immunity: +38% Hate when firing a critical mind attack: +4.00 Sharp, short and deadly. |
Vorothra the Cystsin (16-21 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 16.0 - 20.8 Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (radius 1) on hit: +16 light When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 86 Changes resistances: +12% nature Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.chilling iron dagger of daylight (10-13 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 light / +7 cold Damage against: +8% Undead Sharp, short and deadly. |
dwarven-steel dagger 'Cloudsage' (24-32 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: 24.5 - 31.9 Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +5 nature / +12 lightning When wielded/worn: Accuracy: +7 (+1 eff.) Defense: +5 (+1 eff.) Changes resistances: +3% lightning Changes resistances penetration: +5% blight Disarm immunity: +28% Spell crit. chance: +3% Sharp, short and deadly. |
steel dagger 'Flashrage' (12-15 power, 6 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 40% Wil, 50% Cun, 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Deals 273 Manaburn damage and puts 1 random spell talent on cooldown for 14 turns (checks Confusion immunity) Damage (radius 1) on hit: +20 fire When wielded/worn: Armour: +8 Changes resistances: +6% acid / +3% mind Changes resistances penetration: +15% fire Maximum life: +20.00 Healing mod.: +10% Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr)Requires: - Magic 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stats: 180% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: It can be used to activate talent Shattering Blow (costing 9 power out of 20/20) : Effective talent level: 7.0 Power cost: 9 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 163% damage. If the attack hits, the target's armour and saves are reduced by 33 for 10 turns. Also if the target is protected by a temporary damage shield there is 87% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Tundraclash the dwarven-steel greatmaul (42-63 power, 2 apr)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.0 - 63.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +8 physical Damage (radius 2) on crit: +12 cold When wielded/worn: Accuracy: +24 (+3 eff.) Armour penetration: +14 Damage when hit (Melee): 4 blight / 4 physical Changes stats: +6 Str Changes resistances penetration: +14% physical Mana when firing critical spell: +2.00 Damage Shield penetration: +30% Massive two-handed mauls. |
steel greatmaul 'Hathatochak' (39-58 power, 2 apr)Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 39.0 - 58.5 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil Changes damage: +9% arcane Equilibrium when hit: +0.12 Spellpower on spell critical (stacks up to 3 times): +8 Mindpower: +30 (+3 eff.) Massive two-handed mauls. |
truestriking dwarven-steel greatmaul of erosion (44-65 power, 2 apr)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.5 - 65.2 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +10 nature When wielded/worn: Accuracy: +16 (+2 eff.) Armour penetration: +7 Changes resistances penetration: +9% physical Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.truestriking iron greatmaul (17-26 power, 1 apr) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.0 - 25.5 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +9 Changes resistances penetration: +9% physical Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.warbringer's iron greatmaul of crippling (18-28 power, 1 apr) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.5 - 27.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Physical power: +9 (+0 eff.) Changes stats: +3 Con Changes resistances penetration: +9% physical Disarm immunity: +15% Massive two-handed mauls. |
Genocide (42-67 power, 4 apr)Requires: - Willpower 20 - Magic 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
This item will automatically be transmogrified when you leave the level.Spectral Blade (26-42 power, 25 apr) Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 180% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+1 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
Turokor (14-22 power, 1 apr)Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 14.0 - 22.4 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +9 nature / +4 mind Damage (radius 2) on crit: +4 acid When wielded/worn: Changes stats: +1 Cun Mental crit. chance: +3% Massive two-handed swords. |
dwarven-steel greatsword 'Bregerolar' (34-55 power, 2 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 34.5 - 55.2 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +12 acid When wielded/worn: Accuracy: +23 (+3 eff.) Armour penetration: +10 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Wil Changes resistances penetration: +10% temporal / +13% physical Reduces incoming crit damage: 15.00% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.elemental dwarven-steel greatsword of rage (33-53 power, 2 apr) Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.0 - 52.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 303 lightning damage (1/turn) When wielded/worn: Accuracy: +13 (+2 eff.) Changes stats: +5 Str Changes resistances penetration: +7% lightning Changes damage: +16% lightning / +10% physical Massive two-handed swords. |
iron greatsword 'Brodeyandil' (18-29 power, 1 apr)Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 18.0 - 28.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +10 nature Damage (radius 2) on crit: +4 arcane When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +2 Damage when hit (Melee): 2 blight Changes stats: +1 Wil Only die when reaching: -80.00 life Massive two-handed swords. |
iron greatsword 'Cherak' (26-42 power, 1 apr)Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun Changes damage: +9% mind Critical mult.: +20.00% Mindpower: +30 (+3 eff.) Massive two-handed swords. |
iron greatsword 'Haryneg' (17-27 power, 11 apr)Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +11 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +16% Damage (Melee): +4 mind When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% temporal Mental save: +12 (+2 eff.) Massive two-handed swords. |
steel greatsword 'Soottorrent' (28-45 power, 2 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 28.0 - 44.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +8 darkness Damage (radius 2) on crit: +20 darkness When wielded/worn: Accuracy: +14 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 68% * 20% chance to reduce strength, dexterity, and constitution by 75 Changes stats: +5 Dex Changes resistances: +12% cold Changes resistances penetration: +5% darkness Combat speed: +10% Massive two-handed swords. |
TideshaperRequires: - Dexterity 11 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 When wielded/worn: Changes resistances: +11% acid / +3% temporal / +15% lightning / +12% cold / +12% fire / +6% nature / +3% all Changes damage: +6% fire Spell save: +9 (+2 eff.) Longbows are used to shoot arrows at your foes. |
Xavea the KindlepierceRequires: - 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: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (radius 1) on hit: +8 fire When wielded/worn: Effects on ranged hit: * 20 arcane resource burn Changes stats: +5 Dex Changes resistances: +3% lightning / +3% temporal / +6% blight Changes damage: +12% fire Longbows are used to shoot arrows at your foes. |
keeper's ash longbowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes resistances penetration: +9% physical / +9% temporal Changes damage: +12% physical / +14% temporal Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.stormbringer's ash longbow Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (radius 2) on crit: +9 lightning / +9 cold When wielded/worn: Changes resistances penetration: +8% lightning / +12% cold Movement speed: +36% Longbows are used to shoot arrows at your foes. |
Belalewe (12-16 power, 2 apr)Requires: - Magic 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +4 acid Damage against: +6% Unnatural When wielded/worn: Changes stats: +2 Wil Changes resistances: +3% acid / +3% physical Changes damage: +12% mind Knockback immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Sharp, long, and deadly. |
Cyrekira the iron longsword (12-16 power, 2 apr)Requires: - Magic 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 14 turns (checks Confusion immunity) When wielded/worn: Changes resistances: +3% acid / +3% cold Spell save: +3 (+1 eff.) Maximum life: +60.00 Sharp, long, and deadly. |
Ebonyhue (11-15 power, 2 apr)Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.0 - 15.4 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +20 (+2 eff.) Defense: +6 (+1 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 68% Reduces incoming crit damage: 5.00% Disarm immunity: +20% Healing mod.: +10% Sharp, long, and deadly. |
Elenodunadan the Unlighthacker (13-18 power, 2 apr)Requires: - Magic 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 13.0 - 18.2 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +6 darkness Damage against: +7% Living When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 68% Damage when hit (Melee): 8 mind Critical mult.: +5.00% Maximum psi: +10.00 Sharp, long, and deadly. |
Elitha (32-45 power, 5 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.0 - 44.8 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical power: +5 (+0 eff.) Changes stats: +9 Dex / +3 Con Changes resistances: +3% temporal Changes resistances penetration: +6% physical Disarm immunity: +19% Infravision radius: +1 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.chilling iron longsword of the mystic (12-18 power, 2 apr) Requires: - Magic 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 cold When wielded/worn: Changes stats: +2 Mag / +1 Wil Spellpower: +6 (+1 eff.) Sharp, long, and deadly. |
dwarven-steel longsword 'Goretta' (24-33 power, 4 apr)Requires: - Magic 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 23.5 - 32.9 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 arcane Damage (radius 1) on hit: +10 fire Damage (radius 2) on crit: +12 mind When wielded/worn: Changes resistances: +9% blight / +15% temporal / +12% light Changes damage: +6% arcane Mental save: +6 (+1 eff.) Teleport immunity: +20% Sharp, long, and deadly. |
iron longsword 'Siluvena' (10-15 power, 2 apr)Requires: - Magic 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 11% chance to reduce all saves and defense by 86 Damage (Melee): +5 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil Changes resistances: +6% light / +9% lightning Disease immunity: +10% Healing mod.: +5% Sharp, long, and deadly. |
stralite longsword 'Starbearer' (32-45 power, 5 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.0 - 44.8 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 303 damage Damage (radius 1) on hit: +4 light / +4 temporal When wielded/worn: Changes stats: +2 Str / +1 Wil Changes resistances: +9% light Reduces incoming crit damage: 5.00% Infravision radius: +2 Sharp, long, and deadly. |
Blackripper the steel mace (12-18 power, 3 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 12.5 - 17.5 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +11 (+1 eff.) Effects on melee hit: * 20 arcane resource burn * 20% chance to reduce damage dealt by 68% Changes stats: +4 Str Changes resistances: +9% temporal Changes resistances penetration: +20% darkness Changes damage: +7% physical Blunt and deadly. |
Charstinger the iron mace (19-27 power, 2 apr)Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 19.0 - 26.6 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Defense: +20 (+2 eff.) Changes resistances: +3% darkness Changes damage: +6% fire Blunt and deadly. |
Daireneg the Blazemark (14-20 power, 3 apr)Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +7 Defense: +20 (+2 eff.) Changes stats: +2 Cun Changes resistances: +6% lightning Changes resistances penetration: +6% physical Mental save: +6 (+1 eff.) Teleport immunity: +20% Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +3.00 Blunt and deadly. |
Galoleg (18-26 power, 2 apr)Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 18.5 - 25.9 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Str / +4 Mag / +1 Wil Changes resistances: +3% temporal Changes resistances penetration: +5% arcane Blunt and deadly. |
Glimmersever (19-27 power, 2 apr)Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 19.0 - 26.6 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +1 Cun / +4 Dex Changes resistances: +3% light Light radius: +1 Blunt and deadly. |
Harygen the Cracklecut (12-17 power, 2 apr)Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.0 - 16.8 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +5 nature When wielded/worn: Changes resistances: +3% lightning Changes resistances penetration: +5% lightning / +10% mind Blunt and deadly. |
Polurabremina the iron mace (11-15 power, 2 apr)Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.0 - 15.4 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Damage when hit (Melee): 4 mind Changes resistances: +9% lightning / +3% fire / +3% mind / +3% temporal Blunt and deadly. |
Relgadur (12-18 power, 2 apr)Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 12.5 - 17.5 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% When wielded/worn: Accuracy: +27 (+3 eff.) Defense: +10 (+1 eff.) Changes stats: +2 Str / +2 Dex Changes resistances: +3% fire Changes damage: +6% physical Physical save: +9 (+1 eff.) Blunt and deadly. |
dwarven-steel mace 'Freezebane' (26-37 power, 4 apr)Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 26.5 - 37.1 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 3). Damage (Melee): +10 light Damage against: +13% Undead When wielded/worn: Physical power: +9 (+0 eff.) Damage when hit (Melee): 4 cold Changes stats: +3 Con Changes resistances: +5% arcane Changes resistances penetration: +7% physical / +15% arcane / +15% cold Changes damage: +9% cold Disarm immunity: +13% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel mace of daylight (26-36 power, 4 apr) Requires: - Magic 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 25.5 - 35.7 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +6 light Damage against: +14% Undead When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +6 Changes resistances penetration: +8% physical Blunt and deadly. |
Cyrunne (2-3 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +2.0% Physical power: +20 (+1 eff.) Changes resistances: +3% blight Changes resistances penetration: +5% acid / +20% physical Changes damage: +4% nature Talent granted: +1 Attune Mindstar Physical save: +6 (+1 eff.) Disease immunity: +11% Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Flashwrither the vined mindstar (4-5 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: 4.5 - 5.0 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +12 light When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 121% Changes stats: +5 Cun Changes resistances: +9% blight / +15% nature Changes resistances penetration: +20% light Changes damage: +3% light Talent granted: +1 Attune Mindstar Critical mult.: +7.00% 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. |
Great Caller (10-11 power, 18 apr, nature damage)Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 70% Wil, 50% Mag, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% cold / +8% fire / +8% physical Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+1 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
Serpent's Glare (7-8 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 4 power out of 8/8) : Effective talent level: 3.5 Power cost: 4 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 691.06 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
thorny mindstar 'Beyrim' (10-10 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% temporal / +6% cold Talent granted: +1 Attune Mindstar Spell save: +18 (+3 eff.) Disease immunity: +20% Cut immunity: +20% Life regen: +1.00 Maximum life: +58.00 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. |
Cuthygomas the ScumsinRequires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +16 nature When wielded/worn: Physical power: +13 (+0 eff.) Changes stats: +4 Str / +1 Con Changes resistances penetration: +20% arcane Talent mastery: +0.10 Wild-gift / Fungus Spell crit. chance: +2% It can be used to regenerate 70 life over 5 turns Activation puts all charms on cooldown for 9 turns. Slings are used to hurl stones or metal shots at your foes. |
Darkwilder the cured leather slingRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 On weapon hit: * 20 arcane resource burn Damage (radius 2) on crit: +4 darkness When wielded/worn: Changes stats: +3 Dex / +1 Con Changes resistances: +3% acid / +12% temporal Spell save: +3 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
Radiancesorrow the reinforced leather slingRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 75 Damage (Ranged): +14 fire / +16 light Damage (radius 2) on crit: +8 light When wielded/worn: Changes resistances: +3% acid / +20% light / +15% blight Changes damage: +17% fire Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.rough leather sling Requires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / sling ; tier 1 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 Slings are used to hurl stones or metal shots at your foes. |
steady hardened leather sling of piercingRequires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +20 (+2 eff.) Armour penetration: +7 Physical crit. chance: +2.0% Changes resistances penetration: +5% all Slings are used to hurl stones or metal shots at your foes. |
Adalaith the elm magestaff (10-12 power, 2 apr, fire element)Requires: - Magic 11 Powered by arcane forces 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: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +1.0% Armour: +5 Defense: +4 (+1 eff.) Changes stats: +3 Str Maximum wards: +2 fire Changes resistances penetration: +5% blight Changes damage: +10% fire Talents granted: +1 Ward +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Bolbum's Big Knocker (64-77 power, 10 apr, physical element)Requires: - Magic 38 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 64.0 - 76.8 Uses stats: 190% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +10 Attack speed: 100% Damage (Melee): +10 % chance of confusion When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +20% physical Talent mastery: +0.20 Spell / Staff combat Spellpower: +12 (+1 eff.) Spell crit. chance: +18% It can be used to activate talent Channel Staff (costing 4 power out of 20/20) : Effective talent level: 7.0 Power cost: 4 out of 20/20. Range: 8 Travel Speed: 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 123% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Glimmerwreck the ash vilestaff (15-18 power, 3 apr, fire element)Requires: - Magic 16 Infused by nature 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: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +30 (+3 eff.) Defense: +7 (+1 eff.) Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +20.00% Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +5 Infravision radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 3.5 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 2395.04 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (10-12 power, 0 apr, darkness element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stats: 160% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +0 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+1 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 3 power out of 6/6) : Effective talent level: 9.0 Power cost: 3 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 2166.29 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (4333). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Sunfist the ash vilestaff (15-18 power, 3 apr, acid element)Requires: - Magic 16 Infused by nature 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: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+1 eff.) Changes resistances penetration: +20% acid / +30% fire Changes damage: +15% acid / +21% fire Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 3.5 Power cost: 3 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 2395.04 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ash magestaff of power (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: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% lightning Talent granted: +1 Command Staff Spellpower: +14 (+1 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ash vilestaff 'Floeblow' (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: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 cold Changes resistances: +6% acid / +9% nature Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +12.00% Blindness immunity: +20% Poison immunity: +20% Cut immunity: +10% Spellpower: +6 (+1 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.cruel yew magestaff of fate (20-24 power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 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: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% cold Talent granted: +1 Command Staff Critical mult.: +14.00% Physical save: +7 (+1 eff.) Spell save: +7 (+1 eff.) Mental save: +7 (+1 eff.) Spellpower: +9 (+1 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Brightspitter' (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +15 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 121% Changes stats: +6 Con Changes resistances: +6% fire Changes resistances penetration: +10% light Changes damage: +30% lightning Talent granted: +1 Command Staff Spell save: +6 (+1 eff.) Life regen: +0.70 Spellpower: +20 (+2 eff.) Spell crit. chance: +5% Light radius: +4 Healing mod.: +22% It can be used to activate talent Illuminate, placing all other charms into a 3 cooldown : Effective talent level: 2.5 Power cost: 3 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 and deals 2055.78 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
greater yew magestaff of might (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: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% cold / +20% arcane / +20% fire Talent granted: +1 Command Staff Spellpower: +12 (+1 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Giludehor' (20-24 power, 4 apr, acid element)Requires: - Magic 24 Crafted by a master 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: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% mind Changes resistances penetration: +5% acid Changes damage: +20% acid / +12% mind Talent granted: +1 Command Staff Critical mult.: +12.00% Maximum psi: +40.00 Spellpower: +9 (+1 eff.) Spell crit. chance: +12% Mindpower: +30 (+3 eff.) Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (20-28 power, 4 apr)Requires: - Magic 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Uloromirab the iron waraxe (12-16 power, 2 apr)Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.5 - 16.1 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 nature When wielded/worn: Changes resistances: +9% acid Equilibrium when hit: +0.04 Maximum hate: +8.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +2% One-handed war axes. |
dwarven-steel waraxe 'Strikeraptor' (30-43 power, 4 apr)Requires: - Magic 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 30.5 - 42.7 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 lightning Damage (radius 1) on hit: +16 light Damage (radius 2) on crit: +8 lightning When wielded/worn: Changes stats: +2 Str / +2 Con Changes resistances penetration: +15% light Changes damage: +15% lightning One-handed war axes. |
Arcsear the hardened leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% acid / +7% fire / +8% lightning / +7% cold Changes resistances penetration: +10% arcane / +20% lightning Maximum mana: +100.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A belt that goes around your waist. |
Ivutira the DuskstriderCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Changes resistances: +9% fire Changes damage: +9% darkness Physical save: +9 (+1 eff.) Spell save: +6 (+1 eff.) Size category: +1 A belt that goes around your waist. |
LiseldaraPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -6% Damage when hit (Melee): 4 blight Critical mult.: +15.00% Maximum encumbrance: +26 Poison immunity: +10% Vim when firing critical spell: +2.00 Healing mod.: +5% A belt that goes around your waist. |
Lisille the ChargenaughtCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Cun / +4 Dex Changes resistances: +3% lightning / +6% darkness Changes resistances penetration: +20% lightning Mental crit. chance: +8% See invisible: +9 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 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. |
RainstreakerCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Damage when hit (Melee): 2 darkness Changes resistances: +6% fire / +9% nature / +6% cold Only die when reaching: -20.00 life A belt that goes around your waist. |
rough leather belt 'Boreromirorion'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +8 Changes damage: +3% physical Spell save: +3 (+1 eff.) Life regen: +0.80 Stamina each turn: +3.00 Healing mod.: +12% A belt that goes around your waist. |
rough leather belt 'Torchwaker'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +2 Cun / +1 Wil Changes resistances penetration: +5% fire Changes damage: +3% fire Life regen: +0.90 Mindpower: +10 (+1 eff.) Mental crit. chance: +2% Healing mod.: +12% A belt that goes around your waist. |
Bregylin the Crackletrail (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 lightning Changes resistances: +9% lightning / +3% nature Changes resistances penetration: +5% nature / +25% cold Changes damage: +12% lightning Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Brenusta the linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +2 Str / +2 Con Changes resistances penetration: +5% mind Pinning immunity: +20% Maximum psi: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dayseam the linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +25 (+1 eff.) Defense: +7 (+1 eff.) Changes stats: +2 Dex / +1 Con Changes resistances: +1% physical Changes damage: +3% acid Physical save: +6 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinelle the linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+1 eff.) Changes stats: +2 Cun / +2 Dex Poison immunity: +20% Maximum life: +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gema the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +1 Con Changes resistances: +9% temporal Changes resistances penetration: +5% acid Mana when firing critical spell: +1.00 Spellpower: +5 (+1 eff.) Spell crit. chance: +2% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sepsisoozer the linen cloak (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): 8 nature / 6 light Changes stats: +1 Str / +2 Con Changes resistances: +6% nature Changes damage: +3% light / +9% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.linen cloak of sorcery (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 Mag / +3 Wil Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Moldspiker (0 def, 8 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Effects on melee hit: * 20% chance to slow global speed by 121% Effects when hit in melee: * 4% chance to slow global speed by 121% * 5 arcane resource burn Changes resistances: +9% all Spell save: +9 (+2 eff.) Cut immunity: +20% Teleport immunity: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+1 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+1 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 385.92 to 482.40 physical damage (based on Willpower and Cunning) with knockback Activation costs 5 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
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 resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+1 eff.) 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. |
This item will automatically be transmogrified when you leave the level.focusing cashmere robe of protection (3 def, 3 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Changes stats: +5 Mag / +4 Wil Changes resistances: +11% all Physical save: +15 (+2 eff.) Mana each turn: +0.13 Psi each turn: +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.woollen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blastjeer the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 20% chance to reduce all saves and defense by 86 Damage when hit (Melee): 6 mind / 2 lightning Changes stats: +3 Cun / +2 Wil Changes resistances penetration: +10% lightning Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Daimygas the Flamequarry (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Damage when hit (Melee): 2 fire Changes resistances: +18% fire / +3% darkness / +3% light Maximum encumbrance: +24 Physical save: +6 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning) Activation costs 23 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Flameenvy the pair of dwarven-steel boots (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +3 Dex / +2 Mag Changes resistances: +6% lightning Changes resistances penetration: +15% fire Spell save: +12 (+2 eff.) Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Galeblight (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20 arcane resource burn Changes resistances: +5% lightning / +6% temporal / +3% blight Changes damage: +9% lightning Spell save: +3 (+1 eff.) A pair of boots made of leather. |
Gorek the pair of rough leather boots (5 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +5 (+1 eff.) Changes resistances: +12% cold / +6% fire / +3% temporal Physical save: +12 (+2 eff.) Disarm immunity: +20% A pair of boots made of leather. |
Gunarizor the Phoenixstar (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Changes resistances: +6% fire Critical mult.: +15.00% Maximum encumbrance: +22 Physical save: +7 (+1 eff.) Equilibrium when hit: +0.04 Maximum hate: +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Herek (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +5% arcane Changes damage: +18% temporal Stamina each turn: +0.30 Maximum stamina: +12.00 A pair of boots made of leather. |
Lisamina the Shinewild (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to reduce armor by 86% Changes resistances: +3% acid Changes resistances penetration: +15% acid Changes damage: +3% acid Spellpower: +4 (+1 eff.) Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sootobsidian (0 def, 11 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Changes resistances: +5% arcane Changes resistances penetration: +5% darkness Silence immunity: +20% Life regen: +4.00 Stamina each turn: +0.50 Maximum stamina: +16.00 A pair of boots made of leather. |
Uliromidan (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun / +4 Wil Changes resistances penetration: +10% arcane Physical save: +6 (+1 eff.) Spell save: +12 (+2 eff.) Mental save: +6 (+1 eff.) Maximum mana: +60.00 Damage Shield penetration: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Velyyarelaith the pair of rough leather boots (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -4% Maximum encumbrance: +21 Physical save: +5 (+1 eff.) Spell save: +6 (+1 eff.) Pinning immunity: +10% Stun/Freeze immunity: +10% A pair of boots made of leather. |
Xanivena the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +3 Str / +1 Mag / +3 Wil / +2 Cun / +3 Con Changes damage: +3% arcane Reduces incoming crit damage: 5.00% Physical save: +10 (+1 eff.) Mental save: +11 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zanysus the pair of dwarven-steel boots (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes resistances: +12% blight / +9% fire / +6% cold Pinning immunity: +20% Maximum life: +40.00 Infravision radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Earuregolahor' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +1 Dex / +4 Mag / +3 Cun / +3 Con Critical mult.: +10.00% Physical save: +12 (+2 eff.) Mental save: +16 (+3 eff.) Maximum hate: +6.00 Mindpower: +10 (+1 eff.) Mental crit. chance: +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Venombane' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Effects on melee hit: * 20% chance to slow global speed by 121% Changes resistances: +12% darkness Changes resistances penetration: +5% mind Changes damage: +12% nature / +3% mind Maximum encumbrance: +29 Physical save: +7 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Healblow' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 121% Changes stats: +2 Dex / +4 Mag / +3 Cun / +3 Con Changes resistances: +15% acid Changes damage: +6% acid / +6% nature Physical save: +16 (+2 eff.) Mental save: +16 (+3 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Cracklestinger' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 4 lightning Changes stats: +8 Str / +2 Wil / +2 Cun Changes resistances: +6% lightning / +7% temporal Infravision radius: +3 A pair of boots made of leather. |
pair of rough leather boots 'Forestmistress' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes resistances: +3% nature Changes damage: +12% nature Maximum encumbrance: +22 Physical save: +6 (+1 eff.) Psi when hit: +0.04 A pair of boots made of leather. |
pair of rough leather boots 'Obsidianwish' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +4 (+0 eff.) Armour: +1 Changes stats: +1 Cun Changes resistances penetration: +5% temporal Changes damage: +9% darkness / +12% temporal 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. |
traveler's pair of iron boots of strife (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +2 Con / +3 Wil Changes resistances penetration: +6% physical Maximum encumbrance: +23 Physical save: +5 (+1 eff.) Mindpower: +3 (+0 eff.) It can be used to activate talent Blindside, placing all other charms into a 12 cooldown : Effective talent level: 9.0 Power cost: 12 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 69% (at 0 Hate) to 231% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 132 extra Defense for 1 turn. The Defense boost improves with your Strength. 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.Crystle's Astral Bindings (0 def, 0 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 70% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 125% When this weapon hits: Dust to Dust (15% chance level 1). When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Dragen (5 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+0 eff.) Armour: +1 Defense: +5 (+1 eff.) Changes stats: +1 Cun / +3 Str Only die when reaching: -60.00 life Mental crit. chance: +2% When used to modify unarmed attacks: Base power: 13.0 - 14.3 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
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 (+0 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 125% 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 4 power out of 24/24) : Effective talent level: 4.5 Power cost: 4 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 1815.53 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. |
Jetquill (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 19 temporal Damage (Ranged): 16 temporal Changes stats: +5 Str / +4 Mag / +5 Wil Changes resistances: +6% darkness / +13% temporal Changes damage: +11% temporal See invisible: +24 When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Str, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 12% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: 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 chance (max 25%) Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 125% When this weapon hits: Slime Spit (35% chance level 1). These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (1 def, 2 armour)Requires: - 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.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+1 eff.) Maximum life: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% 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: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +10 silence Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 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. |
Tulydir (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 7 cold Changes stats: +2 Cun Changes resistances: +5% cold Changes damage: +4% cold Mental save: +3 (+1 eff.) Light radius: +3 When used to modify unarmed attacks: Base power: 9.0 - 12.6 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 1). Damage (radius 2) on crit: +6 ice Metal gloves protecting the hands up to the middle of the lower arm. |
Tureroddarion the dwarven-steel gauntlets (15 def, 2 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +2.0% Armour: +2 Defense: +15 (+2 eff.) Fatigue: +3% Effects on melee hit: * 16% chance to reduce all saves and defense by 86 Damage (Melee): 16 mind / 28 darkness Changes stats: +3 Con Changes resistances: +3% light Physical save: +15 (+2 eff.) Mental save: -13 (-3 eff.) Mindpower: +5 (+1 eff.) 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: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Reproach (10% chance level 3). It can be used to activate talent Ruined Earth, placing all other charms into a 9 cooldown : Effective talent level: 9.0 Power cost: 9 out of 20/20. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 8 for 8 turns. Any who stand upon it are weakened, reducing the damage they inflict by 60% Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.restful dwarven-steel gauntlets of magic (+2) (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +2 Mag Changes damage: +6% arcane Life regen: +4.00 Stamina each turn: +0.80 Maximum stamina: +15.00 When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). Damage (Melee): +8 arcane Damage (radius 2) on crit: +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Mayatira' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce all saves and defense by 86 Damage (Melee): 6 lightning Changes stats: +1 Cun / +2 Dex Changes resistances: +5% lightning Changes resistances penetration: +5% mind Changes damage: +4% lightning Reduces incoming crit damage: 5.00% Infravision radius: +3 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 chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Lightning Breath (10% chance level 1). Damage (radius 2) on crit: +5 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Xanarabeth' (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Dex / +4 Con Life regen: +2.00 Stamina each turn: +0.50 Only die when reaching: -40.00 life Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 9.0 - 9.9 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Nightmare (10% chance level 1). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.scouring dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects when hit in melee: * 18 arcane resource burn Spell save: +10 (+2 eff.) When used to modify unarmed attacks: Base power: 20.5 - 28.7 Uses stats: 50% Mag, 40% Str, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 18 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.scouring hardened leather gloves of dexterity (+2) (0 def, 2 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +17 (+2 eff.) Armour: +2 Effects when hit in melee: * 15 arcane resource burn Changes stats: +2 Dex Spell save: +8 (+2 eff.) 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 chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 125% On weapon hit: * 16 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bilelore the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 121% Changes stats: +3 Dex Changes damage: +6% nature Maximum life: +20.00 Healing mod.: +5% A cap made of leather. |
Brightpride (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+0 eff.) Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 light Changes stats: +2 Str / +3 Con Changes resistances: +6% light Changes resistances penetration: +5% nature Changes damage: +6% cold A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Cyrobeth the cashmere wizard hat (2 def, 4 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Changes resistances: +8% lightning / +7% temporal / +21% mind / +3% darkness Changes damage: +14% mind Physical save: +5 (+1 eff.) Mental save: +7 (+1 eff.) Equilibrium when hit: +1.30 Psi when hit: +1.50 Hate when hit: +1.00 Maximum psi: +14.00 Mindpower: +5 (+1 eff.) Mental crit. chance: +2% Healing mod.: +10% A pointy cloth hat, very wizardly... |
Dourhue (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to slow global speed by 121% * 20% chance to reduce damage dealt by 68% Changes resistances: +6% lightning / +3% darkness Changes damage: +9% nature Equilibrium when hit: +0.90 Psi when hit: +0.80 Hate when hit: +1.00 A pointy cloth hat, very wizardly... |
Emelathra the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Changes resistances: +5% arcane / +1% physical Changes damage: +9% mind Disarm immunity: +10% Maximum life: +40.00 A cap made of leather. |
Flashblast (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +6% lightning / +12% fire / +18% nature Changes damage: +12% nature Physical save: +9 (+1 eff.) Mental save: +15 (+3 eff.) Healing mod.: +10% A pointy cloth hat, very wizardly... |
Floescar (0 def, 4 armour)Requires: - Heavy armour training Infused by arcane disrupting forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Wil Changes resistances: +7% blight / +6% cold / +6% nature / +12% acid Changes damage: +6% acid Maximum hate: +4.00 Maximum psi: +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Getular (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +15 (+0 eff.) Armour: +3 Fatigue: +3% Changes stats: +3 Dex Changes resistances: +3% temporal Mental save: +9 (+2 eff.) Maximum stamina: +30.00 Healing mod.: +15% A cap made of leather. |
Mayovea the iron helm (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +1.0% Armour: +7 Fatigue: +5% Changes stats: +1 Dex Changes resistances penetration: +15% mind Stamina when hit: +0.90 Equilibrium when hit: +0.70 Only die when reaching: -40.00 life Maximum stamina: +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shiverwill (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +1 (+0 eff.) Changes resistances: +9% cold / +1% physical Changes resistances penetration: +5% cold Stamina each turn: +1.00 Equilibrium when hit: +0.70 Psi when hit: +0.70 Hate when hit: +0.80 Maximum stamina: +30.00 A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. 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 (+2 eff.) Mental save: +12 (+2 eff.) Skullcracker multiplicator: +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Unrynik the Brandbait (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% lightning / +6% temporal / +3% darkness / +9% fire / +5% arcane Changes damage: +12% nature A cap made of leather. |
Xaniwen the cashmere wizard hat (17 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +17 (+2 eff.) Changes resistances: +9% acid / +6% fire / +3% lightning / +19% cold Changes damage: +3% acid / +13% cold Stun/Freeze immunity: +20% A pointy cloth hat, very wizardly... |
Xerogatira the Abyssgasher (27 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +27 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 86 Changes resistances: +16% physical Changes resistances penetration: +5% fire Changes damage: +13% physical A pointy cloth hat, very wizardly... |
Zeraromihor the Glintrain (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+0 eff.) Armour: +1 Fatigue: +1% Changes stats: +4 Str / +4 Con Changes damage: +12% light Stamina each turn: +3.00 A cap made of leather. |
cashmere wizard hat 'Murkbrawn' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 cold Changes resistances: +18% acid / +6% lightning Changes damage: +12% acid / +6% cold / +12% nature / +12% lightning A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Tundraripper' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +30% acid / +12% cold / +9% mind Changes resistances penetration: +10% acid Changes damage: +20% acid / +12% cold A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Cyrodheta' (0 def, 4 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Cun Changes resistances: +13% mind Changes resistances penetration: +15% acid Changes damage: +6% acid Mental save: +18 (+4 eff.) Confusion immunity: +26% Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 Maximum psi: +50.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Glunne' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances penetration: +10% temporal Changes damage: +12% arcane / +3% temporal Physical save: +12 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +80.00 Maximum vim: +20.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.insulating linen wizard hat of the Brotherhood (1 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Mag / +1 Con Changes resistances: +6% fire / +6% cold Changes damage: +6% arcane Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 5 cooldown : Effective talent level: 13.0 Power cost: 5 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 49 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 13 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... |
iron helm 'Duskfear' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce damage dealt by 68% * 10% chance to reduce strength, dexterity, and constitution by 75 Changes stats: +2 Cun / +2 Dex Changes resistances: +12% acid Changes damage: +3% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Stormhunter' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +3 Fatigue: +5% Changes stats: +2 Dex / +2 Wil / +10 Cun Changes resistances: +3% lightning / +3% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Sun's kiss' (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +2 Wil / +2 Cun / +1 Con Changes resistances: +3% cold Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Malarab' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +8 Dex Changes resistances: +6% temporal / +3% mind / +3% light Blindness immunity: +20% Equilibrium when hit: +0.20 Maximum psi: +10.00 A cap made of leather. |
rough leather cap 'Scabbreacher' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 121% Changes stats: +3 Dex Changes resistances: +9% lightning / +5% arcane Changes resistances penetration: +5% physical A cap made of leather. |
Demonsever (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +1 Dex Changes resistances: +6% darkness / +5% physical Physical save: +10 (+1 eff.) A suit of armour made of mail. |
Duathelmarrow the iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +5% mind / +6% acid Changes resistances penetration: +5% physical Physical save: +3 (+0 eff.) Mental save: +12 (+2 eff.) Only die when reaching: -60.00 life A suit of armour made of mail. |
Duathelzeal (4 def, 8 armour)Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce armor by 86% Changes resistances: +12% mind / +23% fire Changes resistances penetration: +10% darkness Changes damage: +30% acid / +15% darkness A suit of armour made of mail. |
Ulydugund (2 def, 12 armour)Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +12 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +7 Cun / +2 Str Changes resistances: +7% acid / +7% physical / +6% fire / +7% lightning / +7% cold Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +1.00 Light radius: +2 A suit of armour made of mail. |
dwarven-steel mail armour 'Getodas' (13 def, 8 armour)Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +13 (+1 eff.) Fatigue: +12% Changes resistances: +12% cold Reduces incoming crit damage: 15.00% Blindness immunity: +10% Pinning immunity: +20% Knockback immunity: +10% Maximum life: +32.00 Healing mod.: +20% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.enlightening dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +4 Cun / +4 Wil Mental save: +12 (+2 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.impenetrable dwarven-steel mail armour of command (10 def, 22 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +22 Defense: +10 (+1 eff.) Fatigue: +12% Changes stats: +3 Cun Mental save: +13 (+3 eff.) A suit of armour made of mail. |
iron mail armour 'Emusemira' (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +3% temporal / +16% cold Critical mult.: +5.00% Blindness immunity: +10% Pinning immunity: +10% Knockback immunity: +10% A suit of armour made of mail. |
iron mail armour 'Veloratha' (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +12% acid Changes damage: +6% mind Psi when hit: +0.28 Maximum life: +26.00 Mindpower: +10 (+1 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.radiant dwarven-steel mail armour of stability (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +3 Wil Changes resistances: +13% blight / +7% physical / +10% darkness Physical save: +12 (+2 eff.) Light radius: +2 A suit of armour made of mail. |
steel mail armour 'Oozestreaker' (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +6% nature Changes resistances penetration: +20% nature Changes damage: +6% nature / +30% fire Maximum life: +22.00 A suit of armour made of mail. |
Brightcrack (9 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 6 fire / 6 cold Changes resistances: +9% lightning / +24% cold / +22% fire Changes resistances penetration: +15% lightning / +25% fire A suit of armour made of leather. |
Eel-skin armour (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+2 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 12 power out of 50/50) : Effective talent level: 3.5 Power cost: 12 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 845.65 to 2536.96 lightning damage (1691.31 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+1 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Sungasher the reinforced leather armour (22 def, 7 armour)Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +22 (+2 eff.) Fatigue: +8% Changes resistances: +19% acid / +3% fire / +12% light / +3% lightning Knockback immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.hardened leather armour of Toknor (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+0 eff.) Armour: +6 Defense: +9 (+1 eff.) Fatigue: +8% Critical mult.: +12.00% A suit of armour made of leather. |
rough leather armour 'Adivea' (3 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Con Changes resistances: +16% lightning Only die when reaching: -40.00 life Maximum stamina: +10.00 Infravision radius: +2 A suit of armour made of leather. |
Dawnvice (0 def, 7 armour)Requires: - Massive armour training - Strength 22 Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Fatigue: +22% Changes resistances: +5% mind Changes resistances penetration: +10% light Changes damage: +9% acid Critical mult.: +5.00% Mental save: +10 (+2 eff.) Equilibrium when hit: +0.04 Maximum hate: +2.00 A suit of armour made of metal plates. |
Swampbraid (10 def, 11 armour)Requires: - Massive armour training - Strength 35 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +10 (+1 eff.) Fatigue: +22% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +7% arcane / +9% nature Changes damage: +3% temporal Spell save: +16 (+3 eff.) Disarm immunity: +20% Life regen: +4.00 Only die when reaching: -60.00 life A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.impenetrable steel plate armour of stability (0 def, 16 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Fatigue: +22% Changes resistances: +7% physical Physical save: +12 (+2 eff.) A suit of armour made of metal plates. |
Dagidir (0 def, 23 armour, 11-13 power, 37.5 block)Requires: - Shield usage training - Cunning 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 11.0 - 13.2 Uses stats: 40% Wil, 150% Mag, 0% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +7.0% Block value: +38 When wielded/worn: Physical crit. chance: +2.0% Physical power: +10 (+0 eff.) Armour: +23 Fatigue: +8% Changes resistances: +18% lightning Changes resistances penetration: +15% physical Talent granted: +1 Block Handheld deflection devices. |
Lelodohek (0 def, 2 armour, 9-11 power, 19 block)Requires: - Shield usage training - Cunning 11 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stats: 40% Wil, 150% Mag, 0% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +19 When wielded/worn: Armour: +2 Fatigue: +8% Damage (Melee): 6 lightning Damage when hit (Melee): 2 lightning Changes stats: +1 Cun / +2 Mag Changes resistances: +6% acid Talent granted: +1 Block Reduces incoming crit damage: 10.00% Handheld deflection devices. |
Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)Requires: - Shield usage training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 40% Wil, 150% Mag, 0% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+1 eff.) Fatigue: +12% On shield block: * 30% chance of petrifying the attacker. Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +1 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Urthyndur the iron shield (0 def, 2 armour, 8-10 power, 20 block)Requires: - Shield usage training - Cunning 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stats: 40% Wil, 150% Mag, 0% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Fatigue: +8% Changes stats: +1 Str / +1 Mag Changes resistances: +26% acid Talent granted: +1 Block Reduces incoming crit damage: 10.00% Handheld deflection devices. |
dwarven-steel shield 'Relgodrakan' (0 def, 6 armour, 30-36 power, 78 block)Requires: - Shield usage training - Cunning 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stats: 40% Wil, 150% Mag, 0% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +78 When wielded/worn: Accuracy: +20 (+2 eff.) Armour penetration: +3 Armour: +6 Fatigue: +8% Changes stats: +6 Mag Changes resistances: +14% nature / +15% blight Talent granted: +1 Block Critical mult.: +5.00% Stamina each turn: +1.00 Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.flaming steel shield of cold resistance (+17%) (0 def, 4 armour, 18-21 power, 37 block) Requires: - Shield usage training - Cunning 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.5 - 21.0 Uses stats: 40% Wil, 150% Mag, 0% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +37 Damage (radius 1) on hit: +12 fire When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 5 fire Changes resistances: +17% cold Talent granted: +1 Block Handheld deflection devices. |
stralite shield 'Cracklepall' (0 def, 8 armour, 51-61 power, 138.5 block)Requires: - Shield usage training - Cunning 35 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 51.0 - 61.2 Uses stats: 40% Wil, 150% Mag, 0% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 Damage (Melee): +17 physical Damage (radius 2) on crit: +8 lightning When wielded/worn: Armour: +8 Fatigue: +8% Changes stats: +1 Str / +10 Wil / +1 Con Changes resistances: +14% physical Changes resistances penetration: +10% fire Talent granted: +1 Block Slows Projectiles: +25% Bonus block near projectiles: +70 Handheld deflection devices. |
Hornet Stingers (20/20, 18-25 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 40% Wil, 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
quiver of elm arrows 'Belyma' (16/16, 12-18 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.5 - 17.5 Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +9 Armour Penetration: +5 Crit. chance: +1.0% Capacity: 16 Travel speed: +200% Damage (Ranged): +8 physical When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows 'Flashorder' (21/21, 44-62 power, 14 apr)Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 44.5 - 62.3 Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +15 Armour Penetration: +14 Crit. chance: +2.5% Capacity: 21 Damage (Ranged): +4 acid / +4 mind / +8 light Damage (radius 1) on hit: +8 mind Damage (radius 2) on crit: +20 acid / +4 light Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Boltpain' (17/17, 34-48 power, 10 apr)Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 34.0 - 47.6 Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 17 Turns elapse between self-loadings: 6 On weapon hit: * 36% chance to reduce all saves and defense by 86 Damage (Ranged): +20 lightning / +12 mind Damage (radius 1) on hit: +12 lightning Damage (radius 2) on crit: +12 lightning / +20 mind Arrows are used with bows to pierce your foes to death. |
10 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. |
310 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. |
2 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. |
4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 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. |
3 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. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) 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. |
Isynne the Vilecast (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -4% Effects on melee hit: * 20% chance to reduce all saves and defense by 86 * 10% chance to slow global speed by 121% * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str Changes resistances penetration: +5% mind / +25% nature Changes damage: +6% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Lustreward the iron pickaxe (dig speed 35 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 2 arcane Changes stats: +3 Str Changes resistances: +3% light Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +5 (+1 eff.) Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Searcutter (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +4 Changes stats: +1 Str Changes resistances: +6% fire / +6% darkness / +5% arcane Changes resistances penetration: +20% fire Pinning immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Smolderbliss the dwarven-steel pickaxe (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +10 Damage when hit (Melee): 6 darkness / 4 fire Changes stats: +5 Str Changes resistances: +12% nature Changes resistances penetration: +10% fire Changes damage: +6% fire Spell save: +6 (+1 eff.) When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 12 cooldown : Effective talent level: 11.0 Power cost: 12 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +169 accuracy and allowing you to attack creatures you cannot see without penalty for the next 7 turns. Allows you to dig a wall, remove a tree, create ways. |
Undeathvortex the iron pickaxe (dig speed 20 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 121% Changes stats: +3 Str / +3 Dex / +1 Con Changes resistances: +6% darkness / +5% fire Changes resistances penetration: +5% mind Equilibrium when hit: +0.08 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Rainfoe' (dig speed 32 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str / +4 Dex / +2 Mag / +9 Wil Changes resistances: +9% cold When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 36 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
4 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. |
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. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
PhoenixsinInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 86 Damage when hit (Melee): 8 fire Changes stats: +2 Str Changes resistances penetration: +5% fire Maximum life: +42.00 Light radius: +3 Infravision radius: +3 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. |
Yveldatira the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 10 fire Changes stats: +5 Cun / +2 Mag Changes resistances: +6% fire Light radius: +3 Infravision radius: +3 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. |
This item will automatically be transmogrified when you leave the level.alchemist's lamp of the zealot Infused by arcane disrupting forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +5 (+1 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Galepower'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +20 (+2 eff.) Physical crit. chance: +1.0% Changes stats: +1 Str / +4 Wil Changes resistances: +1% physical Changes damage: +6% mind / +6% lightning Light radius: +3 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Imp ClawPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Light radius: +1 See stealth: +10 It can be used to activate talent Flame (costing 4 power out of 9/9) : Effective talent level: 7.0 Power cost: 4 out of 9/9. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 6056.10 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 45 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
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. |
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. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 5749.60 fire damage (based on Magic) Activation costs 23 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (4/4)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 90 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Glorenne the Rotknight (23/23, 17-20 power, 2 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 17.0 - 20.4 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 23 On weapon hit: * 20 arcane resource burn * 10% chance to slow global speed by 121% Damage (Ranged): +12 fire / +20 nature Damage (radius 1) on hit: +4 nature Damage (radius 2) on crit: +12 nature / +6 fire Shots are used with slings to pummel your foes to death. |
pouch of iron shots 'Brightmonster' (15/15, 22-26 power, 1 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 21.5 - 25.8 Uses stats: 40% Wil, 50% Cun, 50% Mag, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +10.0% Capacity: 15 On weapon hit: * 20% chance to reduce armor by 86% On weapon crit: * Wound the target dealing 818 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +16 acid / +12 light Shots are used with slings to pummel your foes to death. |
Geba the Oozetide [power 180] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +15% lightning / +18% fire Changes damage: +9% nature Maximum hate: +4.00 It can be used to blast the opponent's mind dealing 272 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 7 turns. When used: * Gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Glorotha the steel torque of mindblast [power 165] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Con / +12 Mag Light radius: +3 It can be used to blast the opponent's mind dealing 249 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 7 turns. When used: * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast 'Wildstreak' [power 200] (7 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Defense: +10 (+1 eff.) Changes stats: +3 Con Changes damage: +12% nature / +15% lightning Maximum stamina: +20.00 It can be used to blast the opponent's mind dealing 302 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 7 turns. When used: * Increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.focusing steel torque of gale force [power 155] (7 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking enemies back 8 spaces and dealing 303 physical damage Activation puts all charms on cooldown for 7 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Murkpunish [power 272] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 68% Damage when hit (Melee): 10 acid Changes resistances penetration: +15% acid / +15% cold Changes damage: +30% acid It can be used to heal yourself and all friendly characters within 10 spaces for 272 Activation puts all charms on cooldown for 7 turns. When used: * Increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Zerideleg [power 116] (7 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% fire / +3% darkness / +3% mind It can be used to sting an enemy dealing 172 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 7 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
elven-wood totem of summon tentacle 'Ashpassion' [power 285] (12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 86% * 20% chance to reduce damage dealt by 68% Damage when hit (Melee): 2 fire Changes resistances: +6% fire Changes resistances penetration: +20% darkness / +15% fire Changes damage: +27% acid It can be used to summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 890 Base Damage: 329 Armor: 40 All Resist: 40 Activation puts all charms on cooldown for 12 turns. When used: * Reduce fatigue by 52% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered yew totem of healing [power 476] (9 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 476 Activation puts all charms on cooldown for 9 turns. Natural totems are made by powerful wilders to store nature power. |
5 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. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+3 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 1666 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 16 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
yew wand of conjuration 'Cyrildatha' [power 240] (7 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +7 Cun Critical mult.: +5.00% It can be used to fire a magical bolt dealing 406 cold damage Activation puts all charms on cooldown for 7 turns. When used: * Increase all damage penetration by 21% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. * Gain a 21% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 14 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% 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. |
11 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: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 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. |
9 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. |
Achievements
Ay ay captain! (Nightmare (Roguelike) difficulty)
Turn into a pirate!By Nafenisdin the Shalore Temporal Warden level 28
64th Regrowth 123rd year of Ascendancy at 16:24 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Nafenisdin the Shalore Temporal Warden level 19
4th Decay 122nd year of Ascendancy at 18:44 see stats
Catch that Plumpkin! (Nightmare (Roguelike) difficulty)
Finish the Plumpkin event.By Nafenisdin the Shalore Temporal Warden level 17
2nd Decay 122nd year of Ascendancy at 03:02 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Nafenisdin the Shalore Temporal Warden level 16
74th Dusk 122nd year of Ascendancy at 10:53 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Nafenisdin the Shalore Temporal Warden level 2
74th Pyre 122nd year of Ascendancy at 12:12 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Nafenisdin the Shalore Temporal Warden level 28
65th Regrowth 123rd year of Ascendancy at 16:01 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Nafenisdin the Shalore Temporal Warden level 19
4th Decay 122nd year of Ascendancy at 12:41 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 Nafenisdin the Shalore Temporal Warden level 22
5th Decay 122nd year of Ascendancy at 18:00 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Nafenisdin the Shalore Temporal Warden level 10
15th Dusk 122nd year of Ascendancy at 05:07 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Nafenisdin the Shalore Temporal Warden level 20
4th Decay 122nd year of Ascendancy at 18:56 see stats
Overpowered! (Nightmare (Roguelike) difficulty)
Did over 6000 damage in one attack.By Nafenisdin the Shalore Temporal Warden level 26
2nd Regrowth 123rd year of Ascendancy at 20:55 see stats
Paradoxology (Nightmare (Roguelike) difficulty)
Both killed your future self and got killed by your future self.By Nafenisdin the Shalore Temporal Warden level 28
65th Regrowth 123rd year of Ascendancy at 16:09 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Nafenisdin the Shalore Temporal Warden level 16
37th Haze 122nd year of Ascendancy at 13:14 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Nafenisdin the Shalore Temporal Warden level 27
3rd Regrowth 123rd year of Ascendancy at 09:05 see stats
Self-killer (Nightmare (Roguelike) difficulty)
Killed your future self.By Nafenisdin the Shalore Temporal Warden level 28
65th Regrowth 123rd year of Ascendancy at 16:09 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Nafenisdin the Shalore Temporal Warden level 12
23rd Dusk 122nd year of Ascendancy at 13:31 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Nafenisdin the Shalore Temporal Warden level 7
75th Pyre 122nd year of Ascendancy at 11:10 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Nafenisdin the Shalore Temporal Warden level 15
51st Dusk 122nd year of Ascendancy at 02:39 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Nafenisdin the Shalore Temporal Warden level 7
8th Dusk 122nd year of Ascendancy at 05:06 see stats
The bigger the better! (Nightmare (Roguelike) difficulty)
Did over 3000 damage in one attack.By Nafenisdin the Shalore Temporal Warden level 18
4th Decay 122nd year of Ascendancy at 11:26 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Nafenisdin the Shalore Temporal Warden level 24
1st Wintertide 123rd year of Ascendancy at 20:06 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Nafenisdin the Shalore Temporal Warden level 2
74th Pyre 122nd year of Ascendancy at 12:12 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Nafenisdin the Shalore Temporal Warden level 2
74th Pyre 122nd year of Ascendancy at 12:12 see stats
Wibbly Wobbly Timey Wimey Stuff (Nightmare (Roguelike) difficulty)
Killed the weaver queen and the temporal defiler.By Nafenisdin the Shalore Temporal Warden level 7
75th Pyre 122nd year of Ascendancy at 11:12 see stats
Log
Nafenisdin's spell attains critical power!
Snow giant briefly catches sight of you!
You collect a new ingredient: snow giant kidney (1).
Nafenisdin's spell attains critical power!
Nafenisdin's mind surges with critical power!
Talent Voracious Blade is ready to use.
Talent Incinerating Blows is ready to use.
Talent Burning Sacrifice is ready to use.
Nafenisdin receives 169 healing from Unnatural Body.
Blood Splash hits Nafenisdin for 745 healing, 1863 healing (0 total damage) [2608 healing].
Nafenisdin's Living Lightning hits Snow giant for 6658 physical damage.
Nafenisdin prepares for the next kill!
Nafenisdin's Living Lightning killed Snow giant!
You pickup 0.85 gold pieces.
Nafenisdin picks up (S.): warbringer's iron greatmaul of crippling (18-28 power, 1 apr).
Shadow casts Phase Door.
Wolf rushes out!
Something misses Shadow.
Nafenisdin retunes the fabric of spacetime.
Saving game...
Saving done.
Nafenisdin slows down.
Nafenisdin deactivates his cloak's restoration systems.
The furious lightning storm around Nafenisdin calms down and disappears.
The raging fire around Nafenisdin calms down and disappears.
Nafenisdin no longer revels in blood quite so much.














































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































































