












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Dwarf |
Class | Cursed |
Level / Exp | 37 / 27% |
Size | huge |
Lifes / Deaths | Killed by snow giant thunderer at level 17 on the 23rd Dearth 122nd year of Ascendancy at 18:49 / 22Killed by Varsha the Writhing at level 17 on the 23rd Dearth 122nd year of Ascendancy at 19:15 Killed by dread at level 20 on the 16th Shortage 122nd year of Ascendancy at 06:59 Killed by vampire lord at level 20 on the 16th Shortage 122nd year of Ascendancy at 07:48 Killed by Nerawen the orc blood mage at level 30 on the 10th Stralite 123rd year of Ascendancy at 11:14 Killed by lava floor at level 32 on the 13rd Stralite 123rd year of Ascendancy at 12:48 Killed by Dug's Inner Demon at level 33 on the 26th Stralite 123rd year of Ascendancy at 17:12 Killed by luminous horror at level 33 on the 26th Stralite 123rd year of Ascendancy at 17:21 Killed by eldritch eye at level 33 on the 26th Stralite 123rd year of Ascendancy at 17:30 Killed by radiant horror at level 33 on the 26th Stralite 123rd year of Ascendancy at 18:02 Killed by Dug's Inner Demon at level 33 on the 26th Stralite 123rd year of Ascendancy at 20:55 Killed by Dug's Inner Demon at level 33 on the 26th Stralite 123rd year of Ascendancy at 21:25 Killed by Dug's Inner Demon at level 33 on the 26th Stralite 123rd year of Ascendancy at 21:34 Killed by Xeruwe the Herald at level 36 on the 40th Stralite 123rd year of Ascendancy at 08:05 Killed by rimebark at level 36 on the 40th Stralite 123rd year of Ascendancy at 10:18 Killed by Ce'Nabrevena the Frozen Terror at level 37 on the 40th Stralite 123rd year of Ascendancy at 15:02 Killed by Ce'Nabrevena the Frozen Terror at level 37 on the 40th Stralite 123rd year of Ascendancy at 15:43 Killed by Ce'Nabrevena the Frozen Terror at level 37 on the 40th Stralite 123rd year of Ascendancy at 16:16 Killed by Ce'Nabrevena the Frozen Terror at level 37 on the 40th Stralite 123rd year of Ascendancy at 17:00 Killed by Ce'Nabrevena the Frozen Terror at level 37 on the 40th Stralite 123rd year of Ascendancy at 17:20 Killed by Yvema the Storm Terror at level 37 on the 40th Stralite 123rd year of Ascendancy at 19:43 Killed by Dug at level 37 on the 40th Stralite 123rd year of Ascendancy at 19:48 |
Primary Stats
Strength | 79 (base 60) |
Dexterity | 21 (base 10) |
Constitution | 97 (base 60) |
Magic | 19 (base 10) |
Willpower | 85 (base 30) |
Cunning | 14 (base 10) |
Resources
Life | 1926/1926 |
Hate | 100/100 |
Healing Factor | 1.7318326886158 |
Regeneration | 19.483117746928 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Offense: Mainhand
Damage | 150 |
Accuracy | 41 |
Crit Chance | 10% |
APR | 35 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 19 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Physical | 0% |
All | 0% |
Offense: Damage Penetration
Arcane | +30% |
Physical | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 69.723073231957 (96.438666929426%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 24 |
Physical Save | 74 |
Spell Save | 59 |
Mental Save | 68 |
Defense: Resistances
Acid | + 2%( 70%) |
Blight | + 36%( 70%) |
Arcane | + 19%( 70%) |
Cold | + 38%( 70%) |
All | + 15%( 70%) |
Lightning | + 31%( 70%) |
Physical | + 28%( 70%) |
Mind | + 26%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 78% |
Pinning Resistance | 50% |
Confusion Resistance | 46% |
Fear Resistance | 18% |
Disarm Resistance | 34% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 522 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 38% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 250 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Cursed / Predator | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Cursed / Endless hunt | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Fears | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Dreadfell. Escort: lone alchemist (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by skeleton mage. Escort: lost defiler (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by snow giant thunderer. Escort: lost warrior (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed sandworm tooth. * You've found the needed pouch of faeros ash. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 32 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Light source | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Changes resistances: +5% arcane / +6% nature Changes resistances penetration: +5% arcane Physical save: +23 (+6 eff.) Spell save: +14 (+4 eff.) Mental save: +16 (+4 eff.) Pinning immunity: +10% Stun/Freeze immunity: +20% Light radius: +10 Healing mod.: +25% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +4 Fatigue: +4% Changes resistances: +13% mind Changes resistances penetration: +25% arcane / +10% physical Changes damage: +15% acid Mental save: +14 (+4 eff.) Confusion immunity: +28% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. The set is complete. When wielded/worn: Physical power: +10 (+3 eff.) Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Physical save: +10 (+2 eff.) Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 152.53 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Disarm immunity: +34% Pinning immunity: +40% Knockback immunity: +31% Maximum life: +31.00 Rings make your fingers look great! |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +10 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +6 (+2 eff.) Movement speed: +10% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 3.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +14 Changes stats: +4 Con Critical mult.: +14.00% Physical save: +10 (+2 eff.) Life regen: +9.00 Maximum life: +52.00 Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +9 Str / +7 Dex / +11 Mag / +17 Wil / +4 Cun / +17 Con Maximum life: +85.00 One-handed war axes. |
Around waist | ![]() Crafted 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. The set is complete. When wielded/worn: Armour: +4 Fatigue: -20% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +100.00 Size category: +2 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. |
In off hand | ![]() Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +204 Damage (Melee): +13 nature / +14 cold When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Deals 212 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Wil Changes resistances: +13% blight / +11% cold / +14% nature Talent granted: +1 Block Maximum life: +36.00 Handheld deflection devices. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +17 (+6 eff.) Effects on melee hit: * 20% chance to slow global speed by 65% Changes stats: +2 Str / +3 Con Changes resistances: +9% lightning / +6% cold / +12% blight Reduces incoming crit damage: 10.00% Mental save: +9 (+3 eff.) Only die when reaching: -40.00 life 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. |
Main armor | ![]() Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 (+4 eff.) Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 (+4 eff.) Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
![]() regeneration infusion (heal 337; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 337 life over 5 turns. 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. |
![]() wild infusion of the psychic (res 33%; mental; dur 2; cd 11) 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() blink rune (range 4; phase 18; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. 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. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() enraging stralite amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Changes damage: +8% physical Combat speed: +10% Amulets make your neck look great! |
![]() enraging stralite amulet of cunning (+4) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +4 Cun Changes damage: +7% physical Combat speed: +10% Amulets make your neck look great! |
![]() protective voratun amulet of willpower (+5) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +5 Defense: +7 (+3 eff.) Changes stats: +5 Wil Changes resistances cap: +4% all Physical save: +12 (+3 eff.) Amulets make your neck look great! |
![]() mule's stralite ring of luminosity Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -8% Damage (Melee): 14 light Damage (Ranged): 22 light Changes stats: +1 Mag Changes damage: +12% light Maximum encumbrance: +30 Rings make your fingers look great! |
![]() treant's stralite ring of luminosity Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage (Melee): 14 light Damage (Ranged): 19 light Changes stats: +4 Mag Changes resistances: +9% nature / +8% blight Changes damage: +14% light Poison immunity: +17% Disease immunity: +14% Rings make your fingers look great! |
![]() balanced dwarven-steel battleaxe of rage (34-50 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 33.5 - 50.2 Uses stats: 40% Wil, 120% Str 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: +27 (+9 eff.) Defense: +10 (+4 eff.) Changes stats: +6 Str Changes damage: +14% physical Disarm immunity: +45% Massive two-handed battleaxes. |
![]() blazebringer's stralite battleaxe of erosion (47-70 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 47.0 - 70.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +16 nature Damage (radius 2) on crit: +91 fire When wielded/worn: Changes resistances penetration: +17% fire Global speed: +3% Massive two-handed battleaxes. |
![]() chilling stralite battleaxe of evisceration (47-70 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 47.0 - 70.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +28 cold When wielded/worn: Physical crit. chance: +13.0% Physical power: +13 (+4 eff.) Massive two-handed battleaxes. |
![]() enhanced stralite battleaxe of enduring (44-66 power, 3 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.0 - 66.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Changes stats: +9 Str / +13 Dex / +9 Mag / +22 Wil / +13 Cun / +23 Con Maximum life: +87.00 Massive two-handed battleaxes. |
![]() flaming stralite battleaxe of massacre (56-84 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (radius 1) on hit: +12 fire Massive two-handed battleaxes. |
![]() hateful voratun battleaxe of erosion (57-86 power, 4 apr) Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.0 - 85.5 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +9 darkness / +14 nature Damage against: +20% Living Massive two-handed battleaxes. |
![]() quick stralite battleaxe of rage (46-69 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 46.0 - 69.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Accuracy: +40 (+14 eff.) Changes stats: +7 Str / +6 Dex Changes damage: +7% physical Combat speed: +10% Massive two-handed battleaxes. |
![]() truestriking voratun battleaxe of crippling (54-82 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.5 - 81.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +13 (+5 eff.) Armour penetration: +12 Physical crit. chance: +10.0% Changes resistances penetration: +13% physical Massive two-handed battleaxes. |
![]() Nimbuspassion (28-36 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.5 - 35.8 Uses stats: 40% Wil, 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +12 lightning / +20 fire / +12 arcane Damage (radius 1) on hit: +13 fire Damage (radius 2) on crit: +20 lightning When wielded/worn: Changes resistances: +21% lightning Sharp, short and deadly. |
![]() arcing voratun dagger of evisceration (38-50 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 40% Wil, 50% Dex, 50% Str Damage type: Physical 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 27 damage On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +9.0% Physical power: +11 (+3 eff.) Sharp, short and deadly. |
![]() blazebringer's stralite dagger (30-39 power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.0 - 39.0 Uses stats: 40% Wil, 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (radius 2) on crit: +70 fire When wielded/worn: Changes resistances penetration: +12% fire Global speed: +5% Sharp, short and deadly. |
![]() blazebringer's stralite dagger of crippling (27-35 power, 9 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 27.0 - 35.1 Uses stats: 40% Wil, 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +33 fire When wielded/worn: Physical crit. chance: +9.0% Changes resistances penetration: +17% fire Global speed: +3% Sharp, short and deadly. |
![]() stralite dagger of shearing (30-38 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 40% Wil, 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +11 Changes resistances penetration: +9% all Sharp, short and deadly. |
![]() chilling stralite greatmaul of enduring (54-82 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.5 - 81.8 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +16 cold When wielded/worn: Changes stats: +13 Con / +13 Wil Maximum life: +14.00 Massive two-handed mauls. |
![]() Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +21 darkness / +8 light Damage (radius 2) on crit: +8 lightning / +20 light Damage against: +28% Living When wielded/worn: Changes resistances: +30% lightning / +6% light Light radius: +3 Massive two-handed swords. |
![]() 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: 40% Wil, 10% Mag, 120% Str 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 (+3 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. |
![]() Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
![]() plaguebringer's stralite greatsword of phasing (46-74 power, 13 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.0 - 73.6 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +13 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 16% chance to reduce strength, dexterity, and constitution by 11 Damage Shield penetration (this weapon only): +20% Damage (Melee): +16 blight When wielded/worn: Disease immunity: +20% Massive two-handed swords. |
![]() plaguebringer's voratun greatsword of amnesia (59-94 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.0 - 94.4 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 11 * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Damage (Melee): +16 blight When wielded/worn: Disease immunity: +29% Massive two-handed swords. |
![]() truestriking voratun greatsword (60-95 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.5 - 95.2 Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +13 Changes resistances penetration: +14% physical Massive two-handed swords. |
![]() elven-wood longbow of enduring Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Changes stats: +11 Con / +14 Wil Maximum life: +17.00 Longbows are used to shoot arrows at your foes. |
![]() elven-wood longbow of lightning Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (Ranged): +23 lightning When wielded/worn: Changes damage: +18% lightning Longbows are used to shoot arrows at your foes. |
![]() Requires: - Strength 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 40% Wil, 20% Mag, 90% Str 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 39 temporal damage and slows enemies in radius 6 of the target by 49% 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 10 power out of 10/10) : Effective talent level: 4.0 Power cost: 10 out of 10/10. Range: 8 Travel Speed: instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() Twilight's Edge (47-66 power, 7 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Cun / +4 Mag Changes damage: +18% darkness / +18% light Spellpower: +12 (+6 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
![]() caustic stralite longsword of shearing (32-44 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 31.5 - 44.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +15 acid / +17 nature When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +18 Changes resistances penetration: +14% acid / +12% nature / +9% all Sharp, long, and deadly. |
![]() enhanced stralite longsword (32-44 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 31.5 - 44.1 Uses stats: 40% Wil, 100% Str 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: Changes stats: +3 Str / +9 Dex / +5 Mag / +7 Wil / +7 Cun / +7 Con Sharp, long, and deadly. |
![]() stormbringer's stralite longsword of shearing (30-43 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 30.5 - 42.7 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (radius 2) on crit: +20 lightning / +15 cold When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Changes resistances penetration: +14% lightning / +13% cold / +10% all Movement speed: +34% Sharp, long, and deadly. |
![]() Betyssra the Glitterwaker (46-65 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 46.5 - 65.1 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Deals 106 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) Damage (Melee): +12 darkness Damage against: +10% Living When wielded/worn: Damage when hit (Melee): 2 acid / 4 light Changes resistances: +9% acid Changes damage: +18% acid Blunt and deadly. |
![]() arcing stralite mace of rage (35-49 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.0 - 49.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 27 damage When wielded/worn: Accuracy: +11 (+4 eff.) Changes stats: +5 Str Changes damage: +7% physical Blunt and deadly. |
![]() balanced stralite mace of phasing (35-49 power, 14 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.0 - 49.0 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +14 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +16% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+3 eff.) Disarm immunity: +30% Blunt and deadly. |
![]() stormbringer's stralite mace (34-48 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.5 - 48.3 Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +32 lightning / +21 cold When wielded/worn: Changes resistances penetration: +18% lightning / +12% cold Movement speed: +28% Blunt and deadly. |
![]() Eye of the Wyrm (16-18 power, 24 apr, physical damage) Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 16.0 - 17.6 Uses stats: 90% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 20% acid / 20% physical / 20% cold / 20% fire / 20% lightning When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes resistances: +10% acid / +10% physical / +10% fire / +10% cold / +10% lightning Changes damage: +12% lightning / +12% physical / +12% fire / +12% cold / +12% acid Talent masteries: +0.30 Wild-gift / Venom drake aspect +0.30 Wild-gift / Cold drake aspect +0.30 Wild-gift / Fire drake aspect +0.30 Wild-gift / Storm drake aspect +0.30 Wild-gift / Sand drake aspect Mindpower: +10 (+2 eff.) Mental crit. chance: +5% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Corrosive Breath (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe acid in a frontal cone of radius 8. Any target caught in the area will take 265.97 acid damage. Enemies caught in the acid are disarmed for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Disarm apply power is based on your Mindpower. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() caller's pulsing mindstar of life (12-14 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +5% acid / +6% fire / +3% cold / +5% physical Changes damage: +9% acid / +6% fire / +11% cold / +6% physical Talent granted: +1 Attune Mindstar Life regen: +0.60 Maximum life: +25.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Heals friendly targets nearby when you use a nature summon: +23 Max wilder summons: +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. |
![]() creative pulsing mindstar of balance (14-15 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Talent granted: +1 Attune Mindstar Critical mult.: +13.00% Physical save: +4 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +1.30 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() creative pulsing mindstar of life (14-15 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Talent granted: +1 Attune Mindstar Critical mult.: +9.00% Life regen: +1.00 Maximum life: +26.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() epiphanous pulsing mindstar (13-14 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +12% mind Talent granted: +1 Attune Mindstar Psi when firing a critical mind attack: +3.00 Mindpower: +9 (+2 eff.) Mental crit. chance: +7% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() horrifying pulsing mindstar of life (12-14 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 7 mind / 7 darkness Changes damage: +5% mind / +3% darkness Talent granted: +1 Attune Mindstar Life regen: +1.00 Maximum life: +15.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hungering pulsing mindstar of balance (14-15 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent masteries: +0.10 Psionic / Voracity +0.10 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Physical save: +2 (+0 eff.) Spell save: +5 (+2 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +1.20 Hate per kill: +3.00 Psi per kill: +3.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to inflict 124.20 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hungering pulsing mindstar of flames (13-14 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 10 fire Changes resistances: +9% fire Changes resistances penetration: +5% fire Changes damage: +7% fire Talent masteries: +0.20 Psionic / Voracity +0.10 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Hate per kill: +2.00 Psi per kill: +3.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +5% It can be used to inflict 126.20 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hungering pulsing mindstar of life (13-14 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent masteries: +0.10 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Life regen: +0.90 Hate per kill: +2.00 Psi per kill: +4.00 Maximum life: +20.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to inflict 124.20 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() mitotic thorny mindstar (8-9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 9% chance to slow global speed by 65% * 10% chance to reduce armor by 21% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +6 (+1 eff.) Mental crit. chance: +3% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() mossy mindstar of sand (2-2 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 6 physical Changes resistances: +6% physical Changes resistances penetration: +5% physical Changes damage: +6% physical Talent granted: +1 Attune Mindstar 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. |
![]() nature's pulsing mindstar of gales (12-14 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +12 (+4 eff.) Changes resistances: +5% blight Changes damage: +4% lightning / +8% cold / +6% nature / +6% physical Talent granted: +1 Attune Mindstar Disease immunity: +11% Pinning immunity: +25% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() pulsing mindstar of frost (14-15 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 14.0 - 15.4 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +10 Damage (Melee): 10 cold Changes resistances: +10% cold Changes resistances penetration: +5% cold Changes damage: +11% cold Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() pulsing mindstar of storms (12-14 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 90% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 9 lightning Changes stats: +3 Str / +4 Dex / +3 Mag / +2 Wil / +5 Cun / +6 Con Changes resistances: +9% lightning Changes resistances penetration: +15% lightning Changes damage: +11% lightning Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() reinforced leather sling of piercing Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +12 Changes resistances penetration: +6% all Slings are used to hurl stones or metal shots at your foes. |
![]() runic reinforced leather sling of recursion Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Base power: 0.0 - 0.0 Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 4). When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes stats: +5 Mag Changes damage: +12% arcane Spellpower: +8 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() greater dragonbone magestaff of fate (30-36 power, 6 apr, cold element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% lightning / +30% cold / +30% arcane / +30% fire Talent granted: +1 Command Staff Physical save: +9 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +9 (+3 eff.) Spellpower: +22 (+11 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
![]() infernal dragonbone magestaff of protection (30-36 power, 6 apr, lightning element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 24 fire Changes resistances: +15% lightning Changes damage: +30% lightning Talent granted: +1 Command Staff Critical mult.: +25.00% Spellpower: +21 (+11 eff.) Spell crit. chance: +5% See invisible: +12 Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding elven-wood magestaff of invocation (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Con Changes damage: +25% fire Talent granted: +1 Command Staff Life regen: +1.40 Spellpower on spell critical (stacks up to 3 times): +9 Spellpower: +24 (+12 eff.) Spell crit. chance: +4% Healing mod.: +16% It can be used to conjure elemental energy in a radius 8 cone, dealing 45.28 to 54.34 fire damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering elven-wood magestaff of might (25-30 power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Mana each turn: +0.23 Maximum mana: +42.00 Spellpower: +12 (+6 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
![]() void walker's elven-wood starstaff of fate (25-30 power, 5 apr, temporal element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 80% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +9% darkness / +10% temporal Changes damage: +25% temporal Talent granted: +1 Command Staff Physical save: +10 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +6 (+2 eff.) Spellpower: +12 (+6 eff.) Spell crit. chance: +7% Defense after a teleport: +8 Resist all after a teleport: +5% New effects duration reduction after a teleport: +17% Staves designed for wielders of magic, by the greats of the art. |
![]() restorative elven-silk cloak of battle (3 def, 0 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -5% Changes resistances: +14% nature / +15% blight Life regen: +6.00 Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Robe of the Archmage (10 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+4 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+5 eff.) Mental save: +15 (+4 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+8 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() ancient silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +9 Mag / +4 Wil Changes resistances: +13% all Changes resistances penetration: +6% temporal / +8% physical Changes damage: +5% temporal / +13% physical Silence immunity: +30% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +8 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dispeller's silk robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +9% lightning / +8% darkness / +9% light / +7% blight / +7% fire / +7% cold / +13% all Changes damage: +10% all Physical save: +16 (+4 eff.) Spell save: +25 (+7 eff.) Mental save: +16 (+4 eff.) Spellpower: +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven silk robe of nature (+25%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +25% nature / +13% all Changes damage: +17% nature Mental save: +24 (+6 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all Mana each turn: +0.20 Maximum mana: +50.00 Spellpower: +27 (+14 eff.) Spell crit. chance: +6% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant cashmere robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +14% blight / +11% all Changes damage: +14% nature Poison immunity: +31% Disease immunity: +34% Life regen: +2.50 Maximum life: +67.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() drakeskin leather gloves 'Toxinwolf' (0 def, 3 armour) Infused by nature Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 10% chance to slow global speed by 65% Damage (Melee): 10 cold Changes resistances: +17% blight / +6% cold / +12% darkness / +17% arcane Changes damage: +9% cold / +9% nature / +3% mind Damage affinity(heal): +15% nature Talent mastery: +0.20 Wild-gift / Antimagic Critical mult.: +15.00% Spell save: +14 (+4 eff.) Life regen: +7.00 Stamina each turn: +1.30 Maximum stamina: +32.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() scouring voratun gauntlets of the nighthunter (0 def, 3 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +3 Fatigue: +5% Effects when hit in melee: * 26 arcane resource burn Changes stats: +4 Cun Changes resistances: +9% darkness Spell save: +10 (+3 eff.) Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() voratun gauntlets of spellstriking (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): 10 arcane Changes stats: +6 Mag / +3 Wil Changes resistances: +6% arcane Changes damage: +6% arcane Spellpower: +6 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() miner's hardened leather cap of knowledge (0 def, 7 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Changes stats: +3 Cun / +4 Wil Mindpower: +4 (+1 eff.) Infravision radius: +2 A cap made of leather. |
![]() cleansing stralite mail armour of clarity (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by arcane disrupting forces Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Changes resistances: +13% blight / +14% nature / +7% mind Mental save: +15 (+4 eff.) A suit of armour made of mail. |
![]() dwarven-steel mail armour of implacability (3 def, 14 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +5% Physical save: +8 (+2 eff.) A suit of armour made of mail. |
![]() enlightening dwarven-steel mail armour of lightning resistance (3 def, 8 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: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +5 Wil Changes resistances: +17% lightning Mental save: +14 (+4 eff.) A suit of armour made of mail. |
![]() enlightening steel mail armour of fire resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +5 Wil Changes resistances: +17% fire Mental save: +12 (+3 eff.) A suit of armour made of mail. |
![]() enlightening stralite mail armour of clarity (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +9% mind Mental save: +31 (+8 eff.) A suit of armour made of mail. |
![]() fortifying voratun mail armour of delving (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +11 Str / +4 Con Changes resistances: +16% darkness / +9% physical Maximum life: +76.00 Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() impenetrable stralite mail armour of acid resistance (4 def, 17 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +17 Defense: +4 (+2 eff.) Fatigue: +12% Changes resistances: +22% acid A suit of armour made of mail. |
![]() iron mail armour of command (8 def, 8 armour) Requires: - Heavy armour training - Strength 14 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +8 Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +2 Cun Mental save: +12 (+3 eff.) A suit of armour made of mail. |
![]() searing stralite mail armour of spell shielding (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Damage (Melee): 16 acid / 13 fire Damage when hit (Melee): 11 acid / 12 fire Changes resistances: +16% acid / +14% fire / +7% arcane Spell save: +14 (+4 eff.) A suit of armour made of mail. |
![]() searing voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Damage (Melee): 8 acid / 18 fire Damage when hit (Melee): 11 acid / 13 fire Changes resistances: +10% acid / +27% fire A suit of armour made of mail. |
![]() stralite mail armour of implacability (4 def, 14 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +14 Defense: +4 (+2 eff.) Fatigue: +4% Physical save: +7 (+2 eff.) A suit of armour made of mail. |
![]() voratun mail armour of the deep (5 def, 15 armour) Requires: - Heavy armour training - Strength 48 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +15 Defense: +5 (+2 eff.) Fatigue: +12% Changes resistances: +7% acid / +8% cold Allows you to breathe in: water A suit of armour made of mail. |
![]() cleansing rough leather armour of lightning resistance (3 def, 2 armour) Requires: - Strength 10 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Changes resistances: +16% lightning / +12% nature / +11% blight A suit of armour made of leather. |
![]() duelist's reinforced leather armour (18 def, 12 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +18 (+6 eff.) Fatigue: +8% Changes stats: +4 Cun / +7 Dex A suit of armour made of leather. |
![]() prismatic hardened leather armour (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes resistances: +11% light / +15% darkness A suit of armour made of leather. |
![]() prismatic hardened leather armour of the wind (16 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Armour: +6 Defense: +16 (+6 eff.) Fatigue: +8% Changes resistances: +13% light / +10% darkness Stamina each turn: +0.80 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 202 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() radiant reinforced leather armour of lightning resistance (12 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes stats: +5 Wil Changes resistances: +17% blight / +18% darkness / +19% lightning Light radius: +1 A suit of armour made of leather. |
![]() reinforced leather armour of fire resistance (12 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes resistances: +19% fire A suit of armour made of leather. |
![]() rejuvenating reinforced leather armour of stability (12 def, 7 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes resistances: +7% physical Physical save: +16 (+4 eff.) Life regen: +3.60 Stamina each turn: +1.70 A suit of armour made of leather. |
![]() Tarrasca (0 def, 50 armour) Requires: - Massive armour training - Strength 52 Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +50 Armour Hardiness: +15% Fatigue: +35% Changes stats: +15 Con Physical save: +45 (+10 eff.) Knockback immunity: +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% It can be used to slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns Activation costs 25 power out of 25/25. This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() rejuvenating stralite plate armour of implacability (0 def, 20 armour) Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +20 Fatigue: +15% Physical save: +9 (+2 eff.) Life regen: +5.20 Stamina each turn: +1.10 A suit of armour made of metal plates. |
![]() acidic stralite shield of patience (0 def, 8 armour, 47-56 power, 142.5 block) Requires: - Shield usage training - Strength 35 Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.0 - 56.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +142 On weapon hit: * 14% chance to reduce armor by 21% When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 7 acid Damage when hit (Melee): 8 acid Changes resistances: +13% temporal Talent granted: +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (169) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() crackling dwarven-steel shield of patience (0 def, 6 armour, 32-38 power, 76 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.5 - 37.8 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +76 Damage (Melee): +15 lightning When wielded/worn: Armour: +6 Fatigue: +8% Damage when hit (Melee): 3 lightning Changes stats: +3 Dex Changes resistances: +13% lightning / +13% temporal Talent granted: +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 30 cooldown : Effective talent level: 5.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (256) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() exposing stralite shield of lightning resistance (+27%) (0 def, 8 armour, 47-56 power, 135 block) Requires: - Shield usage training - Strength 35 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.0 - 56.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +135 When wielded/worn: Armour: +8 Fatigue: +8% Effects on melee hit: * 9% chance to reduce all saves and defense by 37 Effects when hit in melee: * 21% chance to reduce all saves and defense by 37 Changes resistances: +27% lightning Talent granted: +1 Block Handheld deflection devices. |
![]() living stralite shield (0 def, 8 armour, 48-58 power, 142 block) Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.5 - 58.2 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +142 Damage (Melee): +18 nature When wielded/worn: Armour: +8 Fatigue: +8% Changes resistances: +14% nature / +12% blight Talent granted: +1 Block Maximum life: +20.00 Handheld deflection devices. |
![]() swashbuckler's stralite shield (0 def, 8 armour, 50-59 power, 144 block) Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.5 - 59.4 Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +144 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +8 Fatigue: +8% Changes stats: +4 Str / +5 Dex Talent granted: +1 Block Handheld deflection devices. |
![]() Quiver of Domination (20/20, 24-34 power, 8 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Base power: 24.0 - 33.6 Uses stats: 60% Wil, 60% Dex, 50% Str Damage type: Mind Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Armour: +3 Defense: +6 (+2 eff.) Changes stats: +3 Str Changes resistances: +5% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Eternity's Counter Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: -12% all / +15% temporal Changes damage: +10% all / +15% temporal Movement speed: -16% Combat speed: +12% Casting speed: +12% Mental speed: +12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards entropy) Activation costs 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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 202 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) 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. |
![]() Balutosta (21/21, 46-55 power, 5 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Base power: 45.5 - 54.6 Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 21 On weapon hit: * 10% chance to reduce armor by 21% * 20% chance to create vines that bind the target to the ground dealing 247 nature damage and pinning them for 3 turns Damage (Ranged): +16 cold Damage (radius 1) on hit: +16 mind / +20 acid Damage (radius 2) on crit: +4 mind / +10 cold Shots are used with slings to pummel your foes to death. |
![]() Frozen Shards (25/25, 32-38 power, 15 apr) Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Ice Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
![]() evasive stralite torque of mindblast [power 315] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to blast the opponent's mind dealing 315 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() innervating dragonbone wand of conjuration [power 305] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to fire a magical bolt dealing 305 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 31% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() quick elven-wood wand of clairvoyance [power 12] (12 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to reveal the area around you, dispelling darkness (radius 12, power 46 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 12 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By Dug the Dwarf Cursed level 26
26th Shortage 122nd year of Ascendancy at 00:50 see stats
By Dug the Dwarf Cursed level 25
24th Shortage 122nd year of Ascendancy at 01:47 see stats
By Dug the Dwarf Cursed level 30
18th Iron 123rd year of Ascendancy at 01:58 see stats
By Dug the Dwarf Cursed level 16
9th Dearth 122nd year of Ascendancy at 03:26 see stats
By Dug the Dwarf Cursed level 29
6th Iron 123rd year of Ascendancy at 13:21 see stats
By Dug the Dwarf Cursed level 19
4th Loss 122nd year of Ascendancy at 02:52 see stats
By Dug the Dwarf Cursed level 10
16th Wealth 122nd year of Ascendancy at 15:36 see stats
By Dug the Dwarf Cursed level 20
15th Shortage 122nd year of Ascendancy at 15:09 see stats
By Dug the Dwarf Cursed level 30
6th Iron 123rd year of Ascendancy at 21:43 see stats
By Dug the Dwarf Cursed level 18
38th Dearth 122nd year of Ascendancy at 17:52 see stats
By Dug the Dwarf Cursed level 33
28th Stralite 123rd year of Ascendancy at 10:45 see stats
By Dug the Dwarf Cursed level 27
30th Shortage 122nd year of Ascendancy at 15:14 see stats
By Dug the Dwarf Cursed level 34
37th Stralite 123rd year of Ascendancy at 04:16 see stats
By Dug the Dwarf Cursed level 29
6th Iron 123rd year of Ascendancy at 21:23 see stats
By Dug the Dwarf Cursed level 5
18th Voratun 122nd year of Ascendancy at 16:56 see stats
By Dug the Dwarf Cursed level 11
17th Wealth 122nd year of Ascendancy at 11:21 see stats
By Dug the Dwarf Cursed level 26
26th Shortage 122nd year of Ascendancy at 02:15 see stats
By Dug the Dwarf Cursed level 17
21st Dearth 122nd year of Ascendancy at 08:40 see stats
By Dug the Dwarf Cursed level 37
40th Stralite 123rd year of Ascendancy at 19:48 see stats
By Dug the Dwarf Cursed level 24
22nd Shortage 122nd year of Ascendancy at 23:48 see stats
Log
Dug hits Storm drake for 115 physical damage.
Dug killed Storm drake!
Yvema the Storm Terror casts Nova.
Yvema the Storm Terror's spell attains critical power!
Dug resists!
Yvema the Storm Terror hits Dug for 238 lightning damage.
Yvema the Storm Terror's Living Lightning hits Dug for 37 lightning damage.
Dug has shrugged off 44 damage and is ready for more.
Dug receives 41 healing from Unnatural Body.
Yvema the Storm Terror's darkness area effect hits Dug for (44 rampage shugs off), 14 darkness (14 total damage).
Your movements fuel your rampage! (+1 duration)
You pickup 0.60 gold pieces.
You pickup 2.00 gold pieces.
You pickup 0.50 gold pieces.
Yvema the Storm Terror receives 86 healing from Yvema the Storm Terror's glyph of sunlight.
Yvema the Storm Terror's glyph of sunlight hits Dug for 69 light damage.
Yvema the Storm Terror casts Frozen Ground.
Yvema the Storm Terror hits Dug for 262 cold damage.
Dug the level 37 dwarf cursed was cooled to death by Yvema the Storm Terror on level 1 of Hidden Vault - Gorbat Pride (2).
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Yvema the Storm Terror killed Dug!
Saving game...
Dug receives 37 healing from Unnatural Body.
Ran for 2 turns (stop reason: interesting character).
Saving done.
Personal New Achievement: Utterly Destroyed (Exploration mode)!