











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Infinite |
Mode | Normal Exploration |
Sex | Female |
Race | Drem |
Class | Cursed |
Level / Exp | 30 / 86% |
Size | medium |
Lifes / Deaths | Killed by elven mage at level 2 on the 17th Voratun 122nd year of Ascendancy at 02:27 / 91Killed by elven mage at level 2 on the 17th Voratun 122nd year of Ascendancy at 02:45 Killed by Harrot the Bringer of Doom at level 3 on the 18th Voratun 122nd year of Ascendancy at 13:17 Killed by Harrot the Bringer of Doom at level 3 on the 18th Voratun 122nd year of Ascendancy at 13:55 Killed by Harrot the Bringer of Doom at level 3 on the 18th Voratun 122nd year of Ascendancy at 14:52 Killed by Harrot the Bringer of Doom at level 3 on the 18th Voratun 122nd year of Ascendancy at 15:55 Killed by Harrot the Bringer of Doom at level 3 on the 18th Voratun 122nd year of Ascendancy at 16:23 Killed by Harrot the Bringer of Doom at level 3 on the 18th Voratun 122nd year of Ascendancy at 17:48 Killed by Harrot the Bringer of Doom at level 3 on the 18th Voratun 122nd year of Ascendancy at 18:47 Killed by rogue at level 9 on the 26th Voratun 122nd year of Ascendancy at 09:14 Killed by Eilinilralle the giant venus flytrap at level 10 on the 29th Voratun 122nd year of Ascendancy at 00:50 Killed by Forest Troll Hedge-Wizard at level 11 on the 29th Voratun 122nd year of Ascendancy at 17:44 Killed by giant netherworm at level 11 on the 30th Voratun 122nd year of Ascendancy at 02:24 Killed by giant netherworm at level 11 on the 30th Voratun 122nd year of Ascendancy at 03:16 Killed by orc master assassin at level 12 on the 30th Voratun 122nd year of Ascendancy at 09:47 Killed by orc master assassin at level 12 on the 30th Voratun 122nd year of Ascendancy at 10:24 Killed by orc master assassin at level 12 on the 30th Voratun 122nd year of Ascendancy at 10:55 Killed by giant netherworm at level 12 on the 30th Voratun 122nd year of Ascendancy at 14:34 Killed by Mirror Challenge of Nemin at level 13 on the 30th Voratun 122nd year of Ascendancy at 22:53 Killed by Gunor the giant spider at level 13 on the 31st Voratun 122nd year of Ascendancy at 12:50 Killed by Gloravena the netherworm mass at level 14 on the 3rd Acquisition 122nd year of Ascendancy at 04:52 Killed by Gloravena the netherworm mass at level 14 on the 3rd Acquisition 122nd year of Ascendancy at 05:32 Killed by storm drake hatchling at level 14 on the 3rd Acquisition 122nd year of Ascendancy at 07:04 Killed by Gloravena the netherworm mass at level 14 on the 3rd Acquisition 122nd year of Ascendancy at 07:42 Killed by Gloravena the netherworm mass at level 14 on the 3rd Acquisition 122nd year of Ascendancy at 07:55 Killed by Ben Cruthdar, the Cursed at level 14 on the 3rd Acquisition 122nd year of Ascendancy at 14:35 Killed by Ben Cruthdar, the Cursed at level 14 on the 3rd Acquisition 122nd year of Ascendancy at 15:29 Killed by Xerutha the cryomancer at level 16 on the 6th Profit 122nd year of Ascendancy at 05:21 Killed by Xerutha the cryomancer at level 16 on the 6th Profit 122nd year of Ascendancy at 06:42 Killed by Betomina the elven guard at level 16 on the 6th Profit 122nd year of Ascendancy at 08:15 Killed by Bethinn the black ooze at level 16 on the 7th Profit 122nd year of Ascendancy at 00:34 Killed by Bethinn the black ooze at level 16 on the 7th Profit 122nd year of Ascendancy at 01:44 Killed by Poretira the rattlesnake at level 16 on the 7th Profit 122nd year of Ascendancy at 16:36 Killed by Poretira the rattlesnake at level 16 on the 7th Profit 122nd year of Ascendancy at 20:00 Killed by Poretira the rattlesnake at level 16 on the 7th Profit 122nd year of Ascendancy at 21:09 Killed by Betheda the spectral rat at level 17 on the 8th Profit 122nd year of Ascendancy at 10:38 Killed by Isorinn the cold drake hatchling at level 17 on the 8th Profit 122nd year of Ascendancy at 15:18 Killed by naga myrmidon at level 17 on the 9th Profit 122nd year of Ascendancy at 03:07 Killed by naga myrmidon at level 17 on the 9th Profit 122nd year of Ascendancy at 03:47 Killed by Islarin the giant carpenter ant at level 17 on the 9th Profit 122nd year of Ascendancy at 16:34 Killed by Emivea the chitinous spider at level 18 on the 11st Profit 122nd year of Ascendancy at 12:07 Killed by Emivea the chitinous spider at level 18 on the 11st Profit 122nd year of Ascendancy at 13:22 Killed by Siledhekira the grave wight at level 18 on the 12nd Profit 122nd year of Ascendancy at 22:58 Killed by Xanorra the onilug at level 18 on the 12nd Profit 122nd year of Ascendancy at 23:07 Killed by Xanorra the onilug at level 19 on the 12nd Profit 122nd year of Ascendancy at 23:42 Killed by netherworm mass at level 21 on the 16th Profit 122nd year of Ascendancy at 13:57 Killed by Gloritta the netherworm mass at level 22 on the 18th Profit 122nd year of Ascendancy at 22:45 Killed by Gloritta the netherworm mass at level 22 on the 18th Profit 122nd year of Ascendancy at 23:17 Killed by Gloritta the netherworm mass at level 22 on the 19th Profit 122nd year of Ascendancy at 00:43 Killed by forest wight at level 22 on the 20th Profit 122nd year of Ascendancy at 07:28 Killed by barrow wight at level 22 on the 20th Profit 122nd year of Ascendancy at 08:51 Killed by Horned Horror at level 22 on the 20th Profit 122nd year of Ascendancy at 16:46 Killed by Horned Horror at level 22 on the 20th Profit 122nd year of Ascendancy at 17:53 Killed by Vor, Grand Geomancer of the Pride at level 22 on the 20th Profit 122nd year of Ascendancy at 19:01 Killed by Vor, Grand Geomancer of the Pride at level 22 on the 20th Profit 122nd year of Ascendancy at 19:08 Killed by Vor, Grand Geomancer of the Pride at level 22 on the 20th Profit 122nd year of Ascendancy at 19:41 Killed by Cultist at level 22 on the 20th Profit 122nd year of Ascendancy at 20:17 Killed by Cultist at level 22 on the 20th Profit 122nd year of Ascendancy at 20:27 Killed by Vor, Grand Geomancer of the Pride at level 22 on the 20th Profit 122nd year of Ascendancy at 20:53 Killed by Vor, Grand Geomancer of the Pride at level 22 on the 20th Profit 122nd year of Ascendancy at 22:00 Killed by Belorin the wolf at level 22 on the 20th Profit 122nd year of Ascendancy at 23:48 Killed by Belorin the wolf at level 22 on the 21st Profit 122nd year of Ascendancy at 00:40 Killed by ritch flamespitter at level 23 on the 21st Profit 122nd year of Ascendancy at 11:04 Killed by Gloradakira the netherworm mass at level 23 on the 21st Profit 122nd year of Ascendancy at 11:23 Killed by Nerodheba the copperhead snake at level 23 on the 22nd Profit 122nd year of Ascendancy at 11:29 Killed by Bethith the midge swarm at level 23 on the 23rd Profit 122nd year of Ascendancy at 17:04 Killed by elven cultist at level 24 on the 25th Profit 122nd year of Ascendancy at 18:39 Killed by Veliyadheba the blade horror at level 24 on the 26th Profit 122nd year of Ascendancy at 16:20 Killed by Veliyadheba the blade horror at level 24 on the 26th Profit 122nd year of Ascendancy at 17:55 Killed by carrion worm mass at level 24 on the 26th Profit 122nd year of Ascendancy at 19:31 Killed by Salotha the multi-hued drake hatchling at level 24 on the 28th Profit 122nd year of Ascendancy at 07:43 Killed by Xerathra the great wolf at level 25 on the 29th Profit 122nd year of Ascendancy at 04:32 Killed by Xerathra the great wolf at level 25 on the 29th Profit 122nd year of Ascendancy at 05:01 Killed by Vorabeth the grave wight at level 25 on the 30th Profit 122nd year of Ascendancy at 21:38 Killed by ravaging entropic rip at level 25 on the 31st Profit 122nd year of Ascendancy at 09:39 Killed by Aerima the saw horror at level 26 on the 33rd Profit 122nd year of Ascendancy at 18:07 Killed by worm that walks at level 27 on the 35th Profit 122nd year of Ascendancy at 18:50 Killed by worm that walks at level 27 on the 35th Profit 122nd year of Ascendancy at 20:16 Killed by saw horror at level 27 on the 35th Profit 122nd year of Ascendancy at 22:31 Killed by Xumilrakira the maulotaur at level 27 on the 36th Profit 122nd year of Ascendancy at 00:29 Killed by Xumilrakira the maulotaur at level 27 on the 36th Profit 122nd year of Ascendancy at 02:15 Killed by worm that walks at level 27 on the 36th Profit 122nd year of Ascendancy at 04:28 Killed by saw horror at level 27 on the 36th Profit 122nd year of Ascendancy at 04:57 Killed by worm that walks at level 27 on the 36th Profit 122nd year of Ascendancy at 05:35 Killed by Borfast the Broken at level 27 on the 36th Profit 122nd year of Ascendancy at 22:07 Killed by Borfast the Broken at level 27 on the 36th Profit 122nd year of Ascendancy at 23:58 Killed by orc necromancer at level 28 on the 38th Profit 122nd year of Ascendancy at 07:09 Killed by Salugama the ritch larva at level 29 on the 42nd Profit 122nd year of Ascendancy at 04:30 Killed by Islovena the orc grand master assassin at level 29 on the 42nd Profit 122nd year of Ascendancy at 19:41 Killed by Poltergeist Mercy at level 30 on the 44th Profit 122nd year of Ascendancy at 11:26 Killed by saw horror at level 30 on the 45th Profit 122nd year of Ascendancy at 00:16 |
Primary Stats
Strength | 54 (base 48) |
Dexterity | 32 (base 19) |
Constitution | 38 (base 37) |
Magic | 45 (base 10) |
Willpower | 65 (base 50) |
Cunning | 37 (base 10) |
Resources
Life | -79/948 |
Hate | 102/110 |
Healing Factor | 1.6103221060662 |
Regeneration | 103.72084685173 |
Speed
Mental | +54.951964113259% |
Attack | +44.951964113259% |
Movement | +250.31662867889% |
Spell | 0% |
Global | +71.590358805192% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 3 |
Offense: Mainhand
Damage | 66 |
Accuracy | 35 |
Crit Chance | 22% |
APR | 12 |
Speed | 0.65 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 20 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 11% |
Speed | 0.68988371845631 |
Offense: Damage Bonus
Darkness | +21% |
Physical | +38% |
Nature | +18% |
Lightning | +19% |
Arcane | +34% |
Fire | +19% |
All | +13% |
Offense: Damage Penetration
Light | +20% |
Fire | +50% |
Cold | +10% |
Arcane | +5% |
Mind | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 25 (30%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 19 |
Physical Save | 51 |
Spell Save | 50 |
Mental Save | 51 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 35%( 70%) |
Arcane | + 9%( 70%) |
Mind | + 16%( 70%) |
All | + 4%( 70%) |
Darkness | + 39%( 70%) |
Light | + 8%( 70%) |
Temporal | + 33%( 70%) |
Physical | + 11%( 70%) |
Lightning | + 24%( 70%) |
Fire | + 13%( 70%) |
Nature | + 8%( 70%) |
Defense: Immunities
Stun Resistance | 65% |
Bleed Resistance | 20% |
Confusion Resistance | 100% |
Fear Resistance | 35% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 35% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 325 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 226 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Cursed / Slaughter | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed form | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Race / Parasite | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Repel |
talent | Gloom |
talent | Savage Hunter |
talent | Stalk |
detrimental effect | Slowed by 50% and taking 152 crushing damage per turn. Imploding (slow) |
beneficial effect | A flow of life spins around the target, regenerating 45.16 life per turn. Regeneration |
detrimental effect | Immobilized by telekinetic forces. Immobilized |
detrimental effect | Huge cut that bleeds, doing 32.95 physical damage per turn. Bleeding |
beneficial effect | The target is rampaging! (+250% movement speed, +45% attack speed, +45% mind speed, +24% physical damage, +12 physical save, +12 mental save, 39/39 damage shrugged off this turn) Rampaging |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 13%. Strength and Willpower are increased by 3. Poisons and diseases have a 8% chance of being neutralized each turn. Cursed Form |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | Zone-wide effect: +20 magic, +2 mana regen, -20 accuracy, -20 stealth power. Sorcerous Aura |
beneficial effect | Stalking saw horror. Bonus level 1: +14 accuracy, +8% melee damage, +0.50 hate/turn prey was hit. Stalking 2491/3104 +1 |
Quests
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 10): Mirror MatchYou completed the challenge and received: Random Artifact: Lisibeth (12-16 power, 2 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 215 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 12): Rush Hour (215)Turns left: 128 You completed the challenge and received: Random Artifact: Sulfurthorn of summon tentacle [power 240] (24/31 cooldown) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 14): Near SightedYou completed the challenge and received: Random Artifact: Flowerwish (14-20 power, 3 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 21): Exterminator | active |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 22): Mirror Match | failed |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 25): PacifistYou completed the challenge and received: +3 Stat Points and +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 26): Mirror MatchYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 27): Near SightedYou completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 29): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 30): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 5): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +8 Cun / +8 Wil Changes resistances penetration: +20% mind Changes damage: +12% arcane Physical save: +16 (+5 eff.) Spell save: +16 (+5 eff.) Mental save: +24 (+8 eff.) Life regen: +4.00 Hate when firing a critical mind attack: +2.00 Mindpower: +5 (+2 eff.) Mental crit. chance: +3% Healing mod.: +13% A pair of boots made of leather. |
Light source | ![]() Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +7% light Changes damage: +8% darkness Damage affinity(heal): +5% darkness Spellpower: +10 (+2 eff.) Light radius: +6 Infravision radius: +3 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 4.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 88.92 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Fanged Collar Fanged Collar0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
On hands | ![]() Requires: - Heavy armour training Infused by nature Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 8 nature Changes resistances: +8% blight / +7% nature Changes damage: +5% nature Spell save: +11 (+4 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. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +5% arcane / +12% mind Changes resistances penetration: +25% fire Cut immunity: +20% Silence immunity: +20% Healing mod.: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to setup a psionic shield, reducing all damage taken by 67 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 43. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 27 Damage (Melee): 13 physical Effects on ranged hit: * 10% chance to reduce all saves and defense by 27 Damage (Ranged): 8 physical Changes stats: +4 Mag / +5 Wil / +1 Cun Hate when firing a critical mind attack: +1.00 Maximum hate: +10.00 Spellpower: +6 (+1 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Life regen: +10.00 Maximum life: +57.00 Healing mod.: +12% Rings make your fingers look great! |
Around neck | ![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+5 eff.) Mental save: -7 (-3 eff.) Maximum life: +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | ![]() Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 4 Base power: 31.0 - 43.4 Uses stat: 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% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 light / +11 nature / +8 darkness Damage (radius 1) on hit: +4 darkness Damage (radius 2) on crit: +4 darkness When wielded/worn: Accuracy: +21 (+9 eff.) Physical crit. chance: +10.0% Damage when hit (Melee): 4 light Changes stats: +5 Dex Changes resistances penetration: +20% light Combat speed: +10% Sharp, long, and deadly. |
Around waist | ![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Cun / +5 Wil Confusion immunity: +30% Stun/Freeze immunity: +30% Mana when firing critical spell: +3.00 It can be used to surround yourself with a magical shield (strength 212, based on Magic) for 10 turns Activation costs 20 power out of 20/20. Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In off hand | ![]() Requires: - Shield usage training - Strength 35 Infused by nature Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.5 - 59.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +141 Damage (radius 1) on hit: +15 fire When wielded/worn: Armour: +8 Fatigue: +8% Effects on melee hit: * 8% chance to reduce all saves and defense by 27 Damage (Melee): 7 fire Effects when hit in melee: * 10% chance to reduce all saves and defense by 27 Damage when hit (Melee): 12 fire Changes stats: +4 Mag Changes resistances: +21% lightning Changes resistances penetration: +5% arcane Changes damage: +6% lightning / +9% arcane Talent granted: +1 Block Spell save: +12 (+4 eff.) Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +12% darkness / +21% temporal Defense after a teleport: +10 Resist all after a teleport: +12% New effects duration reduction after a teleport: +21% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +12 Defense: +17 (+9 eff.) Fatigue: +8% Changes stats: +6 Cun / +7 Dex Changes resistances: +7% physical / +9% fire Changes resistances penetration: +25% fire / +10% cold Changes damage: +6% fire Physical save: +20 (+7 eff.) Life regen: +5.00 Maximum life: +40.00 Healing mod.: +18% A suit of armour made of leather. |
Inventory
![]() 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 187 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 426% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
![]() 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 514% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution 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. |
![]() 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 184 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() wild infusion (res 19%; magical; dur 3; 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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 4 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 126.36 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() blink rune (range 4; phase 20; cd 15) 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: 16 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 20%, your defense is increased by 20 and all your resistances by 20%. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 22% all resistance, you move 34% faster, and you are invisible (power 10). 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() stormshield rune (threshold 0; blocks 3; dur 4; cd 12) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 3 times. 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. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 93 with a minimum range of 15. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Changes stats: +2 Dex / +7 Wil Changes resistances: +3% lightning / +5% physical Changes resistances cap: +5% all Changes resistances penetration: +5% lightning Changes damage: +6% lightning Talent mastery: +0.16 Cursed / Gloom Critical mult.: +10.00% Physical save: +17 (+6 eff.) Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% cold / +12% fire Talent mastery: +0.10 Cursed / Rampage Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +22% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +13% temporal Cut immunity: +50% Pinning immunity: +26% Knockback immunity: +28% Healing mod.: +13% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 246 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +4 Cun / +6 Con Life regen: +2.00 Stamina each turn: +0.90 Movement speed: +10% Amulets make your neck look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Defense: +8 (+4 eff.) Changes stats: +6 Str / +5 Wil / +13 Cun / +5 Con Changes damage: +6% blight Critical mult.: +10.00% Mindpower: +6 (+2 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% light / +9% fire Changes damage: +12% light / +12% cold Silence immunity: +25% Stun/Freeze immunity: +32% Life regen: +2.00 Mana each turn: +0.10 It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() marksman's stralite ring of misery Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +12 (+6 eff.) Effects on melee hit: * 15% chance to reduce all saves and defense by 27 Damage (Melee): 9 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 27 Damage (Ranged): 5 physical Changes stats: +5 Cun / +6 Dex Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
![]() psionicist's stralite ring of light (+28%) Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Wil Changes resistances: +28% light Changes damage: +14% light Mental save: +10 (+3 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Cun / +5 Wil Mindpower: +7 (+3 eff.) Rings make your fingers look great! |
![]() 0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings make your fingers look great! |
![]() blazebringer's voratun battleaxe of shearing (59-88 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.0 - 88.5 Uses stat: 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 (radius 2) on crit: +56 fire When wielded/worn: Accuracy: +19 (+8 eff.) Armour penetration: +9 Changes resistances penetration: +9% all / +14% fire Global speed: +10% Massive two-handed battleaxes. |
![]() elemental 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 stat: 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 hit: * Create an explosion dealing 29 fire damage (1/turn) On weapon crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +9.0% Physical power: +16 (+5 eff.) Changes resistances penetration: +19% fire Changes damage: +21% fire Massive two-handed battleaxes. |
![]() stormbringer's stralite battleaxe of enduring (46-69 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: 46.0 - 69.0 Uses stat: 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 2) on crit: +35 lightning / +27 cold When wielded/worn: Changes stats: +17 Wil / +10 Con Changes resistances penetration: +14% lightning / +19% cold Maximum life: +73.00 Movement speed: +39% Massive two-handed battleaxes. |
![]() Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() Poltergeist's Mercy (35-46 power, 9 apr) Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +6 Str / +6 Dex Changes resistances penetration: +10% all Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+8 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+5 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+8 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() Requires: - Dexterity 24 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 23.0 - 29.9 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 7% chance to slow global speed by 54% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * 20 arcane resource burn Changes stats: +3 Con Changes resistances: +3% light / +6% blight Sharp, short and deadly. |
![]() caustic dwarven-steel dagger (17-22 power, 7 apr) Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (radius 2) on crit: +18 acid / +10 nature When wielded/worn: Armour penetration: +7 Changes resistances penetration: +5% acid / +9% nature Sharp, short and deadly. |
![]() elemental stralite dagger (29-38 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 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 hit: * Create an explosion dealing 29 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +13% lightning Changes damage: +18% lightning Sharp, short and deadly. |
![]() stormbringer's voratun dagger (38-49 power, 9 apr) Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 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% Damage (radius 2) on crit: +13 lightning / +19 cold When wielded/worn: Changes resistances penetration: +15% lightning / +13% cold Movement speed: +39% Sharp, short and deadly. |
![]() chilling steel greatmaul of erosion (26-40 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 26.5 - 39.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +12 nature / +19 cold Massive two-handed mauls. |
![]() dwarven-steel greatmaul of projection (44-66 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 44.0 - 66.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed mauls. |
![]() truestriking stralite greatmaul of vileness (54-81 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.0 - 81.0 Uses stat: 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% On weapon hit: * 23% chance to reduce strength, dexterity, and constitution by 12 Damage (Melee): +13 blight When wielded/worn: Accuracy: +19 (+8 eff.) Armour penetration: +10 Changes resistances penetration: +7% physical Massive two-handed mauls. |
![]() Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 37% chance to reduce all saves and defense by 27 Damage (Melee): +10 mind When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 27 Changes stats: +3 Cun / +3 Wil Changes resistances: +6% lightning / +12% fire / +6% light Massive two-handed swords. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.5 - 77.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage Shield penetration (this weapon only): +20% When wielded/worn: Accuracy: +14 (+6 eff.) Armour penetration: +16 Physical crit. chance: +7.0% Damage when hit (Melee): 4 physical Changes stats: +3 Mag Changes resistances: +3% physical Changes resistances penetration: +17% all Stamina each turn: +2.00 Massive two-handed swords. |
![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 12 * 10% chance to reduce all saves and defense by 27 Damage (Melee): +4 blight / +4 arcane When wielded/worn: Changes resistances: +3% mind Changes damage: +12% mind Massive two-handed swords. |
![]() plaguebringer's stralite greatsword of crippling (49-78 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.0 - 78.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 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 12 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +13 blight When wielded/worn: Physical crit. chance: +7.0% Disease immunity: +25% Massive two-handed swords. |
![]() thought-forged stralite greatsword of torment (48-77 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 48.0 - 76.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 21% chance to reduce all saves and defense by 27 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (Melee): +7 mind When wielded/worn: Changes stats: +5 Cun / +5 Wil Massive two-handed swords. |
![]() Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 32.5 - 52.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +10 Changes resistances penetration: +9% physical Massive two-handed swords. |
![]() Cobrascar the steel longsword (15-21 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * Create an explosion dealing 29 fire damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +8 nature When wielded/worn: Physical crit. chance: +7.0% Changes resistances: +12% mind Changes resistances penetration: +14% fire Changes damage: +6% mind / +9% fire Sharp, long, and deadly. |
![]() Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 38% chance to reduce all saves and defense by 27 Damage (Melee): +19 mind / +12 temporal When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +8 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Cun / +6 Wil Changes resistances: +9% acid Changes resistances penetration: +5% all Sharp, long, and deadly. |
![]() thought-forged stralite longsword of persecution (33-46 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stat: 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% On weapon hit: * 16% chance to reduce all saves and defense by 27 Damage (Melee): +13 mind Damage against: +6% Unnatural When wielded/worn: Changes stats: +3 Cun / +6 Wil Sharp, long, and deadly. |
![]() Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 29 damage Damage (Melee): +6 darkness / +11 light Damage against: +5% Living / +15% Undead When wielded/worn: Changes stats: +1 Str Changes resistances penetration: +10% physical Changes damage: +3% nature Stamina each turn: +3.00 Only die when reaching: -20.00 life Maximum stamina: +10.00 Blunt and deadly. |
![]() blazebringer's stralite mace of dampening (34-48 power, 5 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.0 - 47.6 Uses stat: 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: +13 fire When wielded/worn: Changes resistances: +7% acid / +11% fire / +11% cold / +12% lightning / +4% all Changes resistances penetration: +20% fire Spell save: +10 (+3 eff.) Global speed: +8% Blunt and deadly. |
![]() elemental steel mace of rage (14-20 power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 29 fire damage (1/turn) When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Str Changes resistances penetration: +10% fire Changes damage: +11% fire / +6% physical Blunt and deadly. |
![]() quick stralite mace of shearing (35-49 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 35.0 - 49.0 Uses stat: 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% When wielded/worn: Accuracy: +19 (+8 eff.) Armour penetration: +8 Changes stats: +3 Dex Changes resistances penetration: +9% all Combat speed: +10% Blunt and deadly. |
![]() Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 15.5 - 21.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +13 Changes resistances penetration: +6% physical / +7% all Blunt and deadly. |
![]() Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% 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: +18 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +8 fire When wielded/worn: Changes stats: +3 Wil Changes resistances: +9% darkness / +15% cold Changes resistances penetration: +20% fire Talent granted: +1 Attune Mindstar Spell save: +3 (+1 eff.) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Poltergeist's Bloomsoul (8-9 power, 13 apr, nature damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 50% 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: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Defense: +4 (+2 eff.) Talent mastery: +0.30 Wild-gift / Fungus Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Life regen: +2.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 40 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() dreamer's thorny mindstar of sand (8-8 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 Uses stats: 50% 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 11 physical Changes resistances: +6% mind / +6% physical Changes resistances penetration: +7% physical Changes damage: +10% physical Talent granted: +1 Attune Mindstar Mental save: +4 (+1 eff.) Psi each turn: +0.70 Maximum psi: +15.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() manaburning pulsing mindstar of venom (13-14 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% 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% On weapon hit: * 17 arcane resource burn When wielded/worn: Damage (Melee): 9 acid Changes resistances: +9% acid / +6% arcane Changes resistances penetration: +12% acid Changes damage: +8% acid Talent granted: +1 Attune Mindstar Life regen: +4.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() ranger's hardened leather sling of fire Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 Damage (Ranged): +5 fire When wielded/worn: Changes stats: +3 Dex Changes damage: +11% fire Slings are used to hurl stones or metal shots at your foes. |
![]() runic reinforced leather sling of fire Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When this weapon hits: Arcane Vortex (10% chance level 4). Damage (Ranged): +17 fire When wielded/worn: Changes stats: +5 Mag Changes damage: +9% arcane / +12% fire Spellpower: +6 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() Staff of Destruction (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% lightning / +20% fire / +20% arcane / +20% cold Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. |
![]() ash starstaff of channeling (15-18 power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% light Talent granted: +1 Command Staff Mana each turn: +0.19 Spellpower: +17 (+3 eff.) Spell crit. chance: +2% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() cruel elven-wood starstaff of wizardry (25-30 power, 5 apr, light element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag 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: +2 Wil / +4 Mag Changes damage: +25% light Talent granted: +1 Command Staff Critical mult.: +14.00% Maximum mana: +10.00 Spellpower: +22 (+4 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
![]() cruel yew starstaff of wizardry (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +2 Wil / +2 Mag Changes damage: +20% temporal Talent granted: +1 Command Staff Critical mult.: +11.00% Maximum mana: +56.00 Spellpower: +14 (+2 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
![]() greater ash magestaff of protection (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances: +8% lightning / +8% cold / +8% arcane / +8% fire Changes damage: +15% lightning / +15% cold / +15% arcane / +15% fire Talent granted: +1 Command Staff Spellpower: +11 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
![]() short yew vilestaff of illumination (20-24 power, 4 apr, blight element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+4 eff.) Changes damage: +20% blight Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 70.07 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() surging elven-wood magestaff of fate (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag 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% arcane Talent granted: +1 Command Staff Physical save: +8 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +6 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +12 (+2 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
![]() surging elven-wood magestaff of wizardry (25-30 power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag 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: +3 Wil / +3 Mag Changes damage: +25% arcane Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Maximum mana: +39.00 Spellpower: +17 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() yew magestaff of breaching (20-24 power, 4 apr, arcane element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% arcane Changes damage: +20% arcane Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() elemental stralite waraxe of massacre (42-59 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 29 fire damage (1/turn) When wielded/worn: Changes resistances penetration: +11% fire Changes damage: +13% fire One-handed war axes. |
![]() Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 54% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +6 cold When wielded/worn: Physical crit. chance: +13.0% Physical power: +7 (+2 eff.) Damage when hit (Melee): 2 nature Changes resistances: +6% nature Changes resistances penetration: +5% mind One-handed war axes. |
![]() stormbringer's stralite waraxe of erosion (34-47 power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +6 nature Damage (radius 2) on crit: +17 lightning / +25 cold When wielded/worn: Changes resistances penetration: +10% lightning / +13% cold Movement speed: +28% One-handed war axes. |
![]() stralite waraxe of evisceration (30-43 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +6.0% Physical power: +13 (+4 eff.) One-handed war axes. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Dex / +4 Cun / +6 Lck Trap disarming bonus: +10 Stealth bonus: +7 Infravision radius: +3 A belt that goes around your waist. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Wil / +1 Mag Mental save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Robe of Force (12 def, 8 armour) Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+3 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 54.02 to 67.53 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +15% cold / +7% all Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Ice +0.30 Spell / Grave +0.30 Spell / Frost alchemy Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() spellwoven cashmere robe of corrosion (+22%) (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +22% acid / +11% all Changes damage: +15% acid Spell save: +15 (+5 eff.) Spellpower: +4 (+0 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dreamer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Cun / +4 Wil Physical save: +9 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Stamina each turn: +0.50 Maximum stamina: +19.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() invigorating pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -3% Stamina each turn: +1.20 Maximum life: +37.00 Maximum stamina: +22.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of hardened leather boots of rushing (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Str / +2 Con It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +3% blight / +9% mind Maximum encumbrance: +20 Physical save: +6 (+2 eff.) Disarm immunity: +20% Knockback immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() reinforced pair of dwarven-steel boots (0 def, 9 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes resistances: +8% acid / +8% fire / +8% cold / +7% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Stamina each turn: +0.40 Maximum stamina: +10.00 Spellpower: +3 (+0 eff.) A pair of boots made of leather. |
![]() polar voratun gauntlets of dexterity (+3) (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +16 (+7 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 8 cold Changes stats: +3 Dex Changes resistances: +7% cold Changes damage: +3% cold 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. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +7 Physical power: +4 (+1 eff.) Armour: +2 Fatigue: +3% Damage (Melee): 5 mind Changes resistances: +7% blight / +5% mind Changes damage: +4% mind Spell save: +10 (+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. |
![]() scouring drakeskin leather gloves (0 def, 3 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects when hit in melee: * 22 arcane resource burn Spell save: +17 (+6 eff.) 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. |
![]() linen wizard hat of arcana (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Wil / +4 Mag Spellpower: +4 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() miner's hardened leather cap of strength (+5) (0 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes stats: +5 Str Infravision radius: +2 A cap made of leather. |
![]() prismatic dwarven-steel helm of dexterity (+5) (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Dex Changes resistances: +12% light / +13% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+5 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 32.73 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() dwarven-steel mail armour of Eyal (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Life regen: +6.00 Maximum life: +56.00 Healing mod.: +12% A suit of armour made of mail. |
![]() enlightening steel mail armour of the deep (2 def, 8 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +3 Cun / +4 Wil Changes resistances: +7% acid / +7% cold Allows you to breathe in: water Mental save: +13 (+4 eff.) A suit of armour made of mail. |
![]() stralite mail armour of Eyal (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +12% Life regen: +5.00 Maximum life: +24.00 Healing mod.: +11% A suit of armour made of mail. |
![]() Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+6 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() Spinal Cage (5 def, 8 armour) Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 Defense: +5 (+3 eff.) Fatigue: +3% Changes stats: +2 Dex Changes resistances: +15% physical It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 5 Travel Speed: instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 34.82 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
![]() hardened leather armour 'Brenynaribers' (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Fatigue: +8% Changes resistances: +6% temporal / +13% darkness / +1% physical / +17% fire / +21% cold / +3% mind / +14% light Physical save: +3 (+1 eff.) A suit of armour made of leather. |
![]() marauder's reinforced leather armour of the deep (16 def, 10 armour) Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +10 Defense: +16 (+8 eff.) Fatigue: +8% Changes stats: +6 Str / +7 Dex Changes resistances: +9% acid / +9% cold Allows you to breathe in: water Physical save: +5 (+2 eff.) A suit of armour made of leather. |
![]() reinforced leather armour of acid 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 (+6 eff.) Fatigue: +8% Changes resistances: +16% acid A suit of armour made of leather. |
![]() reinforced leather armour of the deep (12 def, 9 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +9 Defense: +12 (+6 eff.) Fatigue: +8% Changes resistances: +9% acid / +6% cold Allows you to breathe in: water A suit of armour made of leather. |
![]() rough leather armour of Eyal (3 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Fatigue: +6% Life regen: +2.00 Maximum life: +20.00 Healing mod.: +11% A suit of armour made of leather. |
![]() enlightening stralite plate armour of stability (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +3 Cun / +5 Wil Changes resistances: +8% physical Physical save: +15 (+5 eff.) Mental save: +14 (+4 eff.) A suit of armour made of metal plates. |
![]() radiant stralite plate armour of stability (0 def, 13 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: +13 Fatigue: +22% Changes stats: +3 Wil Changes resistances: +16% blight / +7% physical / +11% darkness Physical save: +14 (+5 eff.) Light radius: +1 A suit of armour made of metal plates. |
![]() radiant stralite plate armour of the dragon (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +3 Wil Changes resistances: +8% acid / +8% physical / +17% darkness / +15% blight / +11% fire / +13% cold / +9% lightning Talent cooldown: Rush (-5 turns) Disarm immunity: +28% Stun/Freeze immunity: +26% Knockback immunity: +27% Light radius: +2 A suit of armour made of metal plates. |
![]() Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Mag / +5 Wil Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() Bindings of Eternal Night (12 def, 12 armour) Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+6 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Mag / +5 Wil Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() dispeller's mummy wrappings (5 def, 2 armour) Powered by arcane forces 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+3 eff.) Fatigue: +2% Changes stats: +2 Mag Changes resistances: +10% lightning / +6% darkness / +10% blight / -17% fire / +8% light / +7% cold Changes damage: +15% cold / +15% arcane / +15% darkness Physical save: +11 (+4 eff.) Spell save: +28 (+9 eff.) Mental save: +14 (+4 eff.) Spellpower: +8 (+2 eff.) Decaying mummy wrappings. |
![]() Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 17.0 - 20.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +76 When wielded/worn: Armour: +8 Fatigue: +8% Changes stats: +4 Con Changes resistances: +16% acid / +3% temporal / +17% cold / +6% nature / +3% fire Talent granted: +1 Block Physical save: +5 (+2 eff.) Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 51.0 - 61.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +13 acid When wielded/worn: Physical crit. chance: +3.0% Physical power: +9 (+3 eff.) Armour: +8 Fatigue: +8% Effects when hit in melee: * 14% chance to reduce armor by 22% Changes stats: +1 Con Changes resistances: +14% acid Talent granted: +1 Block Handheld deflection devices. |
![]() living stralite shield of winter (0 def, 8 armour, 44-53 power, 140 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: 44.0 - 52.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +140 Damage (Melee): +15 nature / +15 cold When wielded/worn: Armour: +8 Fatigue: +8% On shield block: * Deals 149 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Wil Changes resistances: +11% blight / +13% cold / +14% nature Talent granted: +1 Block Maximum life: +63.00 Handheld deflection devices. |
![]() quiver of elven-wood arrows (22/22, 41-57 power, 14 apr) Requires: - Dexterity 35 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 41.0 - 57.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 22 Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +52.00 Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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 When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() Blazelord the pouch of dwarven-steel shots (21/21, 32-38 power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 21 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +13 fire / +16 temporal / +16 light Damage (radius 1) on hit: +8 light / +20 temporal Damage (radius 2) on crit: +8 light / +8 fire Shots are used with slings to pummel your foes to death. |
![]() Star Shot (20/20, 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: 70% Dex, 50% Cun Damage type: Fire Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances penetration: +10% mind Changes damage: +3% light It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 2 nature Changes resistances: +18% cold Changes resistances penetration: +5% nature Changes damage: +6% nature It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 480 Base Damage: 242 Armor: 15 All Resist: 5 Activation puts all charms on cooldown for 31 turns. When used: * Heal for 44. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to heal yourself and all friendly characters within 10 spaces for 314 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() evasive elven-wood totem of stinging [power 362] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to sting an enemy dealing 429 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 95 Armor: 0 All Resist: 5 Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() focusing elven-wood totem of healing [power 344] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 344 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Nemin the Drem Cursed level 3
18th Voratun 122nd year of Ascendancy at 19:43 see stats
By Nemin the Drem Cursed level 21
18th Profit 122nd year of Ascendancy at 06:55 see stats
By Nemin the Drem Cursed level 12
30th Voratun 122nd year of Ascendancy at 20:24 see stats
By Nemin the Drem Cursed level 21
16th Profit 122nd year of Ascendancy at 04:37 see stats
By Nemin the Drem Cursed level 27
35th Profit 122nd year of Ascendancy at 12:45 see stats
By Nemin the Drem Cursed level 10
27th Voratun 122nd year of Ascendancy at 04:00 see stats
By Nemin the Drem Cursed level 20
15th Profit 122nd year of Ascendancy at 01:21 see stats
By Nemin the Drem Cursed level 30
42nd Profit 122nd year of Ascendancy at 20:40 see stats
By Nemin the Drem Cursed level 29
42nd Profit 122nd year of Ascendancy at 16:24 see stats
By Nemin the Drem Cursed level 22
20th Profit 122nd year of Ascendancy at 09:53 see stats
By Nemin the Drem Cursed level 21
18th Profit 122nd year of Ascendancy at 16:41 see stats
Log
Saw horror's physical bleed area effect hits Nemin for 147 physical damage.
Nemin uses Slash.
Saw horror resists the effect 'Exposed'!
Saw horror has a cursed wound!
Saw horror is being stalked by Nemin!
Melee retaliation hits Nemin for 19 physical, 19 physical (37 total damage).
Nemin hits Saw horror for (27 to psi shield), 41 physical, (5 to psi shield), 7 nature, 9 darkness, 8 light, (3 to psi shield), 4 physical, (4 to psi shield), 5 nature, 8 fire, 4 darkness, (20 to psi shield), 29 physical, (4 to psi shield), 6 physical, (5 to psi shield), 8 nature, 12 fire, 25 fire (166 total damage).
Imploding (slow) from Saw horror hits Nemin for 136 physical damage.
Bleeding from Saw horror hits Nemin for 18 physical damage.
Saw horror uses Psionic Pull.
Saw horror hits Nemin for 121 physical damage.
Nemin hits Saw horror for 14 darkness, 4 mind (18 total damage).
Nemin begins rampaging!
Saw horror's physical bleed area effect hits Nemin for (39 rampage shugs off), 108 physical (108 total damage).
Nemin casts Rune: Reflection Shield.
A shield forms around Nemin.
You feel your rampage slowing down. (-1 duration)
Nemin uses Infusion: Regeneration.
Nemin starts regenerating health quickly.
You feel your rampage slowing down. (-1 duration)
Nemin has shrugged off 39 damage and is ready for more.
Nemin reflects damage back to Saw horror!
Bleeding from Saw horror hits Nemin for (29 absorbed), 0 physical (0 total damage).
Imploding (slow) from Saw horror hits Nemin for (136 absorbed), 0 physical (0 total damage).
Nemin hits Saw horror for 136 reflected, 29 reflected (165 total damage).
Saw horror uses Razor Saw.
Saw horror's mind surges with critical power!
Your shield crumbles under the damage!
The shield around Nemin crumbles.