










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/Buyers bonus! Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Doomed |
Level / Exp | 22 / 92% |
Size | medium |
Lifes / Deaths | Killed by skeleton magus at level 6 on the 77th Pyre 122nd year of Ascendancy at 18:08 0 / 7Killed by Xanoldamina the copperhead snake at level 12 on the 6th Dusk 122nd year of Ascendancy at 05:14 Killed by elven cultist at level 13 on the 16th Dusk 122nd year of Ascendancy at 09:55 Killed by Xuvena the giant ice ant at level 16 on the 58th Dusk 122nd year of Ascendancy at 21:02 Killed by Xuvena the giant ice ant at level 16 on the 58th Dusk 122nd year of Ascendancy at 22:21 Killed by Aerytta the black bear at level 20 on the 68th Dusk 122nd year of Ascendancy at 09:46 Killed by Salemitha the grannor'vor at level 22 on the 70th Haze 122nd year of Ascendancy at 21:49 |
Antimagic | Follower |
Primary Stats
Strength | 16 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 13 (base 10) |
Magic | 12 (base 10) |
Willpower | 53 (base 40) |
Cunning | 45 (base 40) |
Resources
Life | -193/493 |
Hate | 102/102 |
Equilibrium | 0 |
Healing Factor | 1.3633363011315 |
Regeneration | 16.019201538295 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 3 |
Offense: Mainhand
Damage | 19 |
Accuracy | 49 |
Crit Chance | 17% |
APR | 24 |
Speed | 1.00 |
Offense: Offhand
Damage | 17 |
Accuracy | 49 |
Crit Chance | 16% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Acid | +23% |
Fire | +11% |
Nature | +8% |
Darkness | +8% |
Physical | +8% |
Mind | +21% |
All | 0% |
Offense: Damage Penetration
Fire | +10% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 14 (35.65183292883%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 30 |
Mental Save | 41 |
Defense: Resistances
Acid | + 30%( 70%) |
Blight | + 7%( 70%) |
Arcane | + 12%( 70%) |
Cold | + 7%( 70%) |
All | + 7%( 70%) |
Darkness | + 7%( 70%) |
Light | + 13%( 70%) |
Temporal | + 13%( 70%) |
Physical | + 8%( 70%) |
Lightning | + 7%( 70%) |
Fire | + 27%( 70%) |
Nature | + 22%( 70%) |
Defense: Immunities
Stun Resistance | 46% |
Confusion Resistance | 18% |
Fear Resistance | 18% |
Instadeath Resistance | 100% |
Poison Resistance | 20% |
Knockback Resistance | 18% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 213 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 535% 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 Cunning stat. |
Class Talents
Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Cursed / Punishments | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Cursed / Force of will | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Generic Talents
Psionic / Feedback | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the lost defiler from death by Xanita the degenerated skeleton warrior. Escort: lost defiler (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed sandworm tooth. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Effects on melee hit: * 10 arcane resource burn Changes stats: +3 Cun / +2 Wil Changes resistances: +6% light / +3% acid Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Maximum life: +40.00 Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Mag / +4 Wil Mana when firing critical spell: +2.00 Vim when firing critical spell: +1.00 Maximum life: +42.00 Spell crit. chance: +1% Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +1 Dex / +1 Con Changes damage: +12% mind Physical save: +9 (+4 eff.) Mental save: +6 (+2 eff.) Maximum hate: +2.00 Infravision radius: +1 A cap made of leather. |
On hands | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +25 (+10 eff.) Armour: +2 Changes stats: +2 Str Changes resistances: +1% physical Changes damage: +3% mind Life regen: +4.00 Stamina each turn: +0.80 Psi when hit: +0.04 Maximum stamina: +21.00 Mental crit. chance: +2% 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. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +2 Defense: +30 (+12 eff.) Changes stats: +2 Wil Mental save: +12 (+4 eff.) Poison immunity: +20% Hate when firing a critical mind attack: +2.00 It can be used to blast the opponent's mind dealing 212 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Heal for 44. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +22% acid / +22% fire / +6% nature / +6% temporal Changes damage: +11% acid / +11% fire Spell save: +6 (+3 eff.) Stun/Freeze immunity: +28% Life regen: +2.00 Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+4 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Cun Life regen: +2.00 Amulets make your neck look great! |
In main hand | ![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 6 mind / 3 darkness Changes damage: +2% mind / +5% darkness Talent granted: +1 Attune Mindstar Life regen: +0.50 Maximum life: +16.00 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. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+2 eff.) Armour: +2 Changes stats: +2 Con Changes resistances penetration: +15% physical Changes damage: +12% acid Critical mult.: +5.00% Only die when reaching: -40.00 life A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 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 (Melee): +16 darkness When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 22% Damage (Melee): 3 mind / 3 darkness Changes resistances: +5% arcane Changes damage: +4% mind / +3% darkness Talent granted: +1 Attune Mindstar Physical save: +5 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+1 eff.) Equilibrium when hit: +1.30 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +17 (+7 eff.) Defense: +1 (+1 eff.) Fatigue: -5% Changes stats: +3 Dex / +1 Wil Changes resistances penetration: +10% fire Reduces incoming crit damage: 15.00% Maximum life: +49.00 Maximum stamina: +15.00 Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all You have never taken it off. Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 44 then cleanse 1 wound, poison, and disease effect. 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 63 then cleanse 1 wound, poison, and disease effect. 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. |
![]() healing infusion (heal 40; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. 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: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 82 then cleanse 1 wound, poison, and disease effect. 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. |
![]() 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 instantly heal yourself for 161 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 68 then cleanse 1 wound, poison, and disease effect. 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 66 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -172 life. The duration and life will increase by 1% for every 1% life you have lost (currently 411 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
![]() 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 increase movement speed by 474% 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 431% 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 552% 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand 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 increase movement speed by 480% 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 Magic 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: 1.0 Use 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 151 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 113 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 242 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 188 life over 5 turns. 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. |
![]() regeneration infusion of the titan (heal 139; 15 cd) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 139 life over 5 turns. 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: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 114 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 101 life over 5 turns. Its effects scale with your Magic 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 18%; magical, mental; dur 4; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 18% for 4 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 15% for 4 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand 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: 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 physical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 3 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. |
![]() 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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 47.97 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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: 18 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 74.60 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 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. |
![]() 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: 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 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand 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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 947% for 10 turns (0 total) and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
![]() shatter afflictions rune of the titan (absorb 33; 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: 12 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 33 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. |
![]() 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 38 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. |
![]() 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 create a protective shield absorbing at most 98 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Dex / +3 Mag Changes resistances: +6% light / +2% physical Spell save: +3 (+1 eff.) Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +11% mind Confusion immunity: +20% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Life regen: +2.00 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% temporal Pinning immunity: +20% Knockback immunity: +20% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Damage when hit (Melee): 10 acid Changes stats: +5 Cun / +3 Con Changes resistances: +3% lightning / +2% physical Physical save: +3 (+1 eff.) Amulets make your neck look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +5% physical Talent mastery: +0.10 Cursed / Dark sustenance Stamina each turn: +0.30 Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 15.03 cold and 16.23 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
![]() conjurer's steel ring Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Mag / +5 Wil Spellpower: +7 (+7 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +9 Defense: +8 (+4 eff.) Changes resistances: +6% nature / +3% blight Changes resistances penetration: +25% physical Physical save: +9 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% acid / +2% physical / +22% nature Changes damage: +11% nature Healing mod.: +5% Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +3 Cun / +1 Wil Changes resistances penetration: +10% mind Mindpower: +15 (+5 eff.) Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +20% lightning Changes damage: +10% lightning Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Mental save: +6 (+2 eff.) Confusion immunity: +24% Rings make your fingers look great! |
![]() Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Silence immunity: +22% Mana each turn: +0.11 Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+2 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! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +10% temporal Changes damage: +10% temporal Rings make your fingers look great! |
![]() Adanne the Loamterror (14-20 power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.5 - 20.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+5 eff.) Defense: +7 (+4 eff.) Changes stats: +3 Wil Changes resistances: +3% mind / +6% nature Critical mult.: +5.00% Disarm immunity: +32% Only die when reaching: -40.00 life Spell crit. chance: +5% Massive two-handed battleaxes. |
![]() Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 43.0 - 64.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 7 Damage (Melee): +8 mind When wielded/worn: Physical power: +9 (+4 eff.) Changes stats: +5 Mag / +6 Wil / +5 Con Changes resistances penetration: +12% physical Changes damage: +12% blight Disarm immunity: +27% Spellpower: +13 (+10 eff.) Massive two-handed battleaxes. |
![]() iron battleaxe of erosion (13-20 power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 13.0 - 19.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +10 nature Massive two-handed battleaxes. |
![]() steel battleaxe of vileness (22-34 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.5 - 33.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 7 Damage (Melee): +13 blight Massive two-handed battleaxes. |
![]() truestriking steel battleaxe of corruption (24-35 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 23.5 - 35.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 2). When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +10 Changes resistances penetration: +10% physical Massive two-handed battleaxes. |
![]() Ebonyreaper (20-26 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +8 blight When wielded/worn: Changes resistances: +9% blight / +12% temporal Changes resistances penetration: +5% darkness / +5% blight Changes damage: +3% temporal Sharp, short and deadly. |
![]() Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Base power: 10.0 - 13.0 Uses stats: 20% Str, 20% Dex Damage type: Light Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() Amodig the Cureravager (17-27 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 54% Damage (Melee): +10 cold Damage (radius 2) on crit: +20 nature When wielded/worn: Changes stats: +3 Cun / +2 Dex Changes resistances: +9% nature Massive two-handed swords. |
![]() Requires: - Magic 18 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 26.0 - 41.6 Uses stats: 10% Mag, 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +15 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+5 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
![]() elemental iron greatsword (13-21 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 13.0 - 20.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 acid damage (1/turn) When wielded/worn: Changes resistances penetration: +10% acid Changes damage: +10% acid Massive two-handed swords. |
![]() steel greatsword of rage (28-45 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 28.0 - 44.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Accuracy: +13 (+6 eff.) Changes stats: +3 Str Changes damage: +13% physical Massive two-handed swords. |
![]() thought-forged dwarven-steel greatsword of erosion (36-57 power, 2 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 26% chance to reduce all saves and defense by 27 Damage (Melee): +14 mind / +12 nature When wielded/worn: Changes stats: +5 Cun / +3 Wil Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword of corruption (36-57 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.5 - 56.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When this weapon hits: Curse of Defenselessness (20% chance level 3). When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +12 Changes resistances penetration: +12% physical Massive two-handed swords. |
![]() truestriking dwarven-steel greatsword of erosion (38-60 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 nature When wielded/worn: Accuracy: +16 (+7 eff.) Armour penetration: +10 Changes resistances penetration: +7% physical Massive two-handed swords. |
![]() Xibrekira the Quenchstreak Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +20 cold Damage (radius 1) on hit: +4 fire / +8 cold When wielded/worn: Physical power: +12 (+6 eff.) Changes stats: +3 Str Changes resistances: +6% light Disarm immunity: +20% Confusion immunity: +10% Longbows are used to shoot arrows at your foes. |
![]() steel longsword 'Zerihir' (14-19 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Armour penetration: +2 Physical crit. chance: +4.0% Changes stats: +4 Dex / +2 Mag Only die when reaching: -80.00 life Sharp, long, and deadly. |
![]() Himagas (13-18 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +8 (+4 eff.) Changes resistances: +4% physical / +5% arcane / +6% darkness Disarm immunity: +29% Maximum life: +20.00 Maximum psi: +30.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Blunt and deadly. |
![]() Isloriwyn the Breezepassion (28-38 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 27.5 - 38.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +7 cold When wielded/worn: Physical crit. chance: +9.0% Changes resistances: +6% nature Changes resistances penetration: +15% mind Mental crit. chance: +2% Blunt and deadly. |
![]() arcing dwarven-steel mace (27-38 power, 4 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +9 light Damage against: +9% Undead When wielded/worn: Changes stats: +2 Str / +3 Mag / +2 Con Reduces incoming crit damage: 5.00% Infravision radius: +2 Blunt and deadly. |
![]() Runegas the Chargemire (9-10 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +4 lightning When wielded/worn: Changes stats: +5 Cun / +3 Mag Changes resistances: +6% blight / +9% lightning Changes damage: +7% nature Talent granted: +1 Attune Mindstar Critical mult.: +9.00% Disease immunity: +29% Spell crit. chance: +1% 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. |
![]() creative thorny mindstar of flames (8-9 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: 8.5 - 9.4 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): 5 fire Changes stats: +4 Cun Changes resistances: +7% fire Changes resistances penetration: +10% fire Changes damage: +10% fire Talent granted: +1 Attune Mindstar Critical mult.: +8.00% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Global speed: +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. |
![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 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: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Cun Talent granted: +1 Attune Mindstar Critical mult.: +8.00% Life regen: +0.80 Maximum life: +16.00 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. |
![]() harmonious thorny mindstar (8-9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +4% nature Changes resistances penetration: +2% nature Changes damage: +4% nature Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar 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. |
![]() Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 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% When wielded/worn: Changes stats: +3 Wil Changes resistances penetration: +5% mind / +8% darkness Changes damage: +7% mind / +7% darkness Talent granted: +1 Attune Mindstar Spell save: +3 (+1 eff.) Maximum hate: +2.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() projecting vined mindstar of frost (6-7 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +6 Damage (Melee): 5 cold Changes resistances: +7% cold Changes resistances penetration: +6% cold Changes damage: +6% lightning / +14% cold / +8% fire Talent masteries: +0.10 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.80 Maximum life: +14.00 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. |
![]() Blastwolf the cured leather sling Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +9 acid Damage (radius 1) on hit: +12 lightning When wielded/worn: Changes damage: +11% acid / +6% nature Mana each turn: +0.24 Vim when firing critical spell: +2.00 Maximum mana: +40.00 Slings are used to hurl stones or metal shots at your foes. |
![]() mighty rough leather sling of dampening Requires: - Dexterity 11 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +6 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +2 Str Changes resistances: +9% acid / +7% lightning / +8% cold / +8% fire / +3% all Spell save: +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() ranger's cured leather sling Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Changes stats: +3 Dex Slings are used to hurl stones or metal shots at your foes. |
![]() infernal ash starstaff of power (15-18 power, 3 apr, physical 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: Damage (Melee): 19 fire Changes damage: +15% physical Talent granted: +1 Command Staff Critical mult.: +17.00% Spellpower: +18 (+13 eff.) Spell crit. chance: +2% See invisible: +6 Staves designed for wielders of magic, by the greats of the art. |
![]() dwarven-steel steamgun of piercing Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +7 Changes resistances penetration: +7% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() fungal stralite steamgun of acid Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Damage (Ranged): +5 acid Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Con Changes damage: +9% acid Talent mastery: +0.10 Wild-gift / Fungus It can be used to regenerate 112 life over 5 turns Activation puts all charms on cooldown for 20 turns. Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() strafer's dwarven-steel steamgun of acid Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Attack speed: 100% Firing range: +8 Travel speed: +600% Damage (Ranged): +5 acid Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+4 eff.) Changes damage: +8% acid Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Singebender the iron waraxe (18-24 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 17.5 - 24.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +12 light When wielded/worn: Changes resistances: +12% temporal / +12% fire Changes resistances penetration: +20% fire One-handed war axes. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +6% lightning / +6% temporal Changes damage: +3% fire Physical save: +3 (+1 eff.) Poison immunity: +10% Healing mod.: +20% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A belt that goes around your waist. |
![]() blurring rough leather belt of the vagrant Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +2 Con Stealth bonus: +6 Mental save: +5 (+1 eff.) Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
![]() enveloping cashmere cloak of the Shaloren (9 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+5 eff.) Changes stats: +2 Mag / +2 Wil Physical save: +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+4 eff.) Changes resistances: +3% acid / +5% arcane Changes resistances penetration: +10% light Physical save: +6 (+3 eff.) Spell save: +3 (+1 eff.) Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() regal linen cloak of the voidstalker (1 def, 0 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 Changes resistances: +11% darkness / +11% temporal Mental save: +6 (+2 eff.) Defense after a teleport: +12 Resist all after a teleport: +10% New effects duration reduction after a teleport: +12% 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. |
![]() Darkglamour the elven-silk robe (3 def, 2 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 5 When wielded/worn: Armour: +2 Defense: +3 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes stats: +1 Cun Changes resistances: +21% temporal / +15% all Changes damage: +21% temporal Critical mult.: +15.00% Physical save: +25 (+12 eff.) Spell save: +24 (+11 eff.) Maximum hate: +2.00 Spellpower: +5 (+5 eff.) Spell crit. chance: +4% Mindpower: +5 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dreamer's cashmere robe of the mind (+28%) (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +13% darkness / +28% mind / +11% all Changes damage: +15% mind Physical save: +12 (+6 eff.) Spell save: +13 (+6 eff.) Mental save: +22 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() timebroken woollen robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +12% acid / +10% physical / +12% fire / +13% cold / +9% all Changes damage: +9% acid / +8% physical / +5% temporal / +7% fire / +9% arcane / +8% cold Talent cooldown: Refit Golem (-3 turns) Maximum mana: +32.00 Spellpower: +2 (+2 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant cashmere robe of frost (+16%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +5 Con Changes resistances: +11% all / +16% cold Changes damage: +12% nature / +11% cold Poison immunity: +28% Disease immunity: +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Airnail the pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Changes resistances: +3% lightning / +9% temporal / +6% light Reduces incoming crit damage: 15.00% Maximum encumbrance: +24 Physical save: +6 (+3 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +15 (+7 eff.) Armour: +3 Defense: +5 (+3 eff.) Fatigue: -3% Damage when hit (Melee): 2 physical Changes stats: +1 Wil Changes resistances penetration: +20% blight / +10% physical Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +7 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 17% Damage when hit (Melee): 10 blight Changes resistances: +15% acid / +6% blight Changes resistances penetration: +5% mind Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 16% chance to evade melee and ranged attacks and 6 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Wil Changes resistances: +6% lightning / +5% temporal / +9% fire Mental save: +3 (+1 eff.) Blindness immunity: +20% Spellpower: +15 (+11 eff.) Healing mod.: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Fireglean the dwarven-steel gauntlets (5 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+6 eff.) Physical power: +30 (+15 eff.) Armour: +2 Defense: +5 (+3 eff.) Fatigue: +3% Changes stats: +4 Dex / +2 Con Changes damage: +6% fire Only die when reaching: -20.00 life 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. |
![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +14 (+6 eff.) Armour penetration: +10 Armour: +3 Damage (Melee): 7 cold Changes stats: +5 Cun / +4 Dex Changes resistances: +19% cold Changes resistances penetration: +15% blight Changes damage: +6% cold Physical save: +7 (+3 eff.) Mental save: +8 (+2 eff.) Disarm immunity: +38% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, 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: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Armour: +2 Damage when hit (Melee): 6 mind Changes damage: +18% mind / +6% cold Critical mult.: +5.00% Physical save: +6 (+3 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +23% Maximum hate: +4.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Changes stats: +4 Str / +3 Dex / +4 Wil / +4 Cun / +4 Con Changes resistances: +9% light Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+3 eff.) Light radius: +2 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. |
![]() Xanudhetta (0 def, 8 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Armour: +8 Damage (Melee): 8 temporal Damage (Ranged): 11 temporal Changes stats: +5 Str Changes resistances: +7% temporal Changes damage: +12% physical / +6% temporal 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. |
![]() corrosive hardened leather gloves of strength (+3) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +2 Damage (Melee): 7 acid Changes stats: +3 Str Changes resistances: +6% acid Changes damage: +5% acid 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. |
![]() Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Armour: +2 Fatigue: +3% Changes resistances: +12% lightning / +6% fire Physical save: +7 (+3 eff.) Mental save: +8 (+2 eff.) Silence immunity: +20% Disarm immunity: +31% Pinning immunity: +20% Life regen: +2.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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 psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Cun Changes resistances: +6% darkness Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() hardened leather gloves (0 def, 2 armour) 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 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. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +2 Damage when hit (Melee): 6 cold Changes stats: +10 Str Changes resistances: +6% lightning Mental save: +18 (+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. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Cun Changes resistances: +11% fire / +10% cold Critical mult.: +20.00% Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 Mental crit. chance: +3% A cap made of leather. |
![]() Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to slow global speed by 54% Changes resistances: +7% cold Changes resistances penetration: +10% lightning Changes damage: +15% nature / +3% blight Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() starseer's cashmere wizard hat (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes damage: +3% darkness / +6% temporal / +3% light / +5% physical A pointy cloth hat, very wizardly... |
![]() prismatic dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes resistances: +12% light / +12% darkness A suit of armour made of mail. |
![]() prismatic steel mail armour of acid resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +18% acid / +10% light / +11% darkness A suit of armour made of mail. |
![]() rejuvenating steel mail armour of fire resistance (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% fire Life regen: +3.20 Stamina each turn: +0.70 A suit of armour made of mail. |
![]() Eel-skin armour (16 def, 0 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+7 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 48.88 to 146.65 lightning damage (97.77 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() cured leather armour 'Xeriyatha' (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Damage (Melee): 7 darkness Damage (Ranged): 6 darkness Changes stats: +6 Wil Changes resistances: +14% darkness / +14% temporal Changes resistances penetration: +5% arcane Changes damage: +9% blight Mana each turn: +0.08 Defense after a teleport: +27 Resist all after a teleport: +29% New effects duration reduction after a teleport: +26% It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 25 turns. A suit of armour made of leather. |
![]() rejuvenating rough leather armour (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: +2.60 Stamina each turn: +0.60 A suit of armour made of leather. |
![]() Hettadralach the Hailbraze (0 def, 6 armour, 37-44 power, 87 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 37.0 - 44.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +87 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +20 light / +15 fire When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+4 eff.) Armour: +6 Fatigue: +8% Damage when hit (Melee): 6 cold On shield block: * Deals 15 light and fire damage to each enemy blocked Changes resistances: +3% blight / +28% fire / +17% light Changes resistances penetration: +5% cold Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+9 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +30% Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() dwarven-steel shield of reflection (0 def, 6 armour, 26-31 power, 80.5 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 25.5 - 30.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +16% light / +10% darkness Talent granted: +1 Block Handheld deflection devices. |
![]() reinforced dwarven-steel shield of the stars (0 def, 8 armour, 28-34 power, 120 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 28.5 - 34.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +120 Damage (Melee): +15 light / +14 darkness When wielded/worn: Armour: +8 Fatigue: +8% Changes stats: +3 Cun / +3 Mag Changes resistances: +13% light / +12% darkness Changes damage: +12% light / +12% darkness Talent granted: +1 Block Handheld deflection devices. |
![]() Belevor the Eclipsetyphoon (15/15, 20-28 power, 7 apr) Requires: - Dexterity 16 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 20.0 - 28.0 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 15 Turns elapse between self-loadings: 6 On weapon hit: * 26% chance to reduce all saves and defense by 27 * 20% chance to slow global speed by 54% * 20% chance to reduce damage dealt by 22% Damage (Ranged): +20 darkness / +14 mind Damage (radius 1) on hit: +12 darkness Damage (radius 2) on crit: +16 darkness Arrows are used with bows to pierce your foes to death. |
![]() barbed quiver of ash arrows (18/18, 32-45 power, 7 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 32.0 - 44.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +9.5% Capacity: 18 On weapon crit: * Wound the target dealing 67 physical damage across 5 turns and reducing healing by 50% 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 / 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 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 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +3 Defense: +5 (+3 eff.) Changes stats: +5 Str / +2 Con Changes resistances: +6% physical Spell save: +3 (+1 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(110 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil / +3 Cun / +2 Con Changes damage: +9% mind Light radius: +6 Infravision radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() blazing pouch of dwarven-steel shots (22/22, 33-40 power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.0 - 39.6 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: 22 Damage (Ranged): +8 fire Damage (radius 2) on crit: +5 fire Shots are used with slings to pummel your foes to death. |
![]() hateful pouch of dwarven-steel shots of crippling (18/18, 33-40 power, 3 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.0 - 39.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +13.0% Capacity: 18 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +5 darkness Damage against: +8% Living Shots are used with slings to pummel your foes to death. |
![]() Cracklevile [power 2] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 8 lightning Changes resistances: +6% blight / +18% fire / +5% arcane It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +5 Con Changes resistances: +3% light Changes damage: +3% mind Cut immunity: +20% Teleport immunity: +10% Infravision radius: +2 It can be used to blast the opponent's mind dealing 133 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +12% temporal Changes damage: +15% temporal Psi when hit: +0.16 Mindpower: +10 (+3 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 113 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() iron torque of gale force 'Gulaith' [power 105] (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 17% Damage when hit (Melee): 4 arcane Changes resistances: +18% acid Changes resistances penetration: +15% arcane Changes damage: +9% acid It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 113 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() Blizzardradiance the ash totem of healing [power 188] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +15% fire Changes resistances penetration: +10% cold Reduces incoming crit damage: 15.00% Infravision radius: +3 It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() innervating ash totem of summon tentacle [power 155] (25 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 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: 332 Base Damage: 155 Armor: 10 All Resist: 4 Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 29% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 364 Base Damage: 178 Armor: 7 All Resist: 2 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 12% for 2 turns. 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. |
![]() Singeraze [power 128] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +3 Dex / +2 Con Changes resistances penetration: +10% acid / +20% fire Changes damage: +9% fire Stamina each turn: +1.00 It can be used to create a shield absorbing up to 128 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() evasive ash wand of shielding [power 194] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 Brifinny the Cornac Doomed level 15
29th Dusk 122nd year of Ascendancy at 23:39 see stats
By Brifinny the Cornac Doomed level 22
70th Haze 122nd year of Ascendancy at 14:07 see stats
By Brifinny the Cornac Doomed level 10
2nd Mirth 122nd year of Ascendancy at 05:05 see stats
By Brifinny the Cornac Doomed level 20
68th Dusk 122nd year of Ascendancy at 08:20 see stats
By Brifinny the Cornac Doomed level 20
79th Dusk 122nd year of Ascendancy at 02:09 see stats
By Brifinny the Cornac Doomed level 16
58th Dusk 122nd year of Ascendancy at 20:55 see stats
By Brifinny the Cornac Doomed level 7
78th Pyre 122nd year of Ascendancy at 22:34 see stats
By Brifinny the Cornac Doomed level 18
65th Dusk 122nd year of Ascendancy at 15:07 see stats
By Brifinny the Cornac Doomed level 20
68th Dusk 122nd year of Ascendancy at 09:46 see stats
Log
Brifinny receives 246 healing.
Brifinny deactivates Gesture of Pain.
Decrepitude Disease from Salemitha the grannor'vor hits Brifinny for 14 blight damage.
Brifinny receives 7 healing.
Armoured skeleton warrior hits Brifinny for (5 gestured), 82 physical (82 total damage).
Salemitha the grannor'vor retunes the fabric of spacetime.
Salemitha the grannor'vor overcomes the madness
Agony from Brifinny hits Salemitha the grannor'vor for (25 dissipated), 58 mind (58 total damage).
Salemitha the grannor'vor's putrescent liquefaction area effect hits Brifinny for 30 cold, 34 darkness (64 total damage).
Brifinny uses Infusion: Wild.
Brifinny lessens the pain.
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Brifinny activates Gesture of Pain.
Brifinny uses Reproach.
Brifinny hits Ghoul for 111 mind damage.
Brifinny hits Salemitha the grannor'vor for (17 dissipated), 40 mind (40 total damage).
Brifinny hits Armoured skeleton warrior for 189 mind damage.
Brifinny deactivates Gesture of Pain.
Talent Call Shadows is ready to use.
Decrepitude Disease from Salemitha the grannor'vor hits Brifinny for 25 blight damage.
Brifinny receives 7 healing.
Armoured skeleton warrior uses Shield Pummel.
Brifinny resists the shield bash!
Armoured skeleton warrior hits Brifinny for (5 gestured), 27 physical, (1 gestured), 40 physical (67 total damage).
Ghoul hits Brifinny for 19 physical damage.
Salemitha the grannor'vor is no longer writhing in agony.
Salemitha the grannor'vor casts Invoke Darkness.
Salemitha the grannor'vor hits Brifinny for 112 darkness damage.
Brifinny the level 22 cornac doomed was swallowed by the void to death by Salemitha the grannor'vor on level 3 of The Maze.