Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.0 |
Addons | Items Vault 1.4.8Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Yeek |
Class | Adventurer |
Level / Exp | 50 / 4835% |
Size | big |
Lifes / Deaths | Killed by Sanders at level 50 on the 35th Pyre 124th year of Ascendancy at 16:55 / 1 |
Primary Stats
Strength | 287 (base 61) |
Dexterity | 232 (base 60) |
Constitution | 160 (base 66) |
Magic | 109 (base 62) |
Willpower | 149 (base 64) |
Cunning | 174 (base 65) |
Resources
Mana | 8510/8528 |
Negative | 2/167 |
Life | 1597/1597 |
Souls | 19/19 |
Paradox | 300 |
Hate | 60/60 |
Psi | 5361/5361 |
Vim | 9875/9875 |
Equilibrium | 35 |
Positive | 0/97 |
Stamina | 9877/9990 |
Psi_feedback | 0/150 |
Healing Factor | 0.98181818181826 |
Regeneration | 46.282572689591 |
Speed
Mental | +80.49253892456% |
Attack | +11.38129468067% |
Movement | +1473.2367150422% |
Spell | +35.60910756383% |
Global | +304.91568884055% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 20.294963763128 |
See Stealth | 165.33887591691 |
See Invisible | 213.1939617054 |
Offense: Mainhand
Damage | 565 |
Accuracy | 139 |
Crit Chance | 376% |
APR | 105 |
Speed | 0.50 |
Offense: Spell
Spellpower | 111 |
Crit Chance | 100% |
Speed | 0.73741359851462 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 123 |
Crit Chance | 100% |
Speed | 0.89781682181644 |
Offense: Damage Bonus
All | +15% |
Offense: Damage Penetration
All | +15% |
Defense: Base
Armour (hardiness) | 213.56079510581 (100%) |
Defense | 111 |
Ranged Defense | 118 |
Fatigue | 0 |
Physical Save | 107.9 |
Spell Save | 106.7 |
Mental Save | 107 |
Defense: Resistances
All | + 15%( 86%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 100% |
Fear Resistance | 55% |
Poison Resistance | 74% |
Blind Resistance | 100% |
Silence Resistance | 85% |
Bleed Resistance | 74% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 83% |
Inscriptions (3/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 9 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. |
Class Talents
Celestial / Sun | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Guardian | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Charged mastery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fire drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Slaughter | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Slime | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed weapons | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Air | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Twilight | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Voracity | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Throwing knives | 1.20 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gloom | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blood | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Crusader | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Oozing blades | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (advanced) | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Shadowflame | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Shades | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Vim | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Assassination | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Higher draconic abilities | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Scourge | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Circles | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (melee) | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Kinetic mastery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Storm | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Technique / Archery training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Phantasm | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Reaving combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Rot | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced necrotic minions | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Artifice | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Nightfall | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Star fury | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Golemancy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Thought-Forms | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Munitions | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Moss | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Plague | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Solipsism | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Slumber | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psychic Assault | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Nightmare | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dream Smith | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Focus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Distortion | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed discipline | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Discharge | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Thermal mastery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Cold drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Trapping | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Sniper | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Stealth | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Rampage | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Frost alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Strife | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Endless hunt | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Projection | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Punishments | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery prowess | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Agility | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Glyphs | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Speed Control | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented striking | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Hounds | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Threaded Combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Bow Threading | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Animus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Fears | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Radiance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Advanced shadowmancy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Marksmanship | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / One with shadows | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Absorption | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Finishing moves | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Grave | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Darkness | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Grappling | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Blight | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Guardian | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Predator | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Stasis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Bone | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Advanced-golemancy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Sanguisuge | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Arcane | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Sunlight | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrotic minions | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Tactical | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Ambush | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Fire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Shadow magic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Pugilism | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spacetime Folding | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Explosive admixtures | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Duelist | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Acid alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Shadows | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Ooze | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Blade Threading | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Eclipse | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (distance) | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (utility) | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Reflexes | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aether | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Energy alchemy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Corrosive blades | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mucus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Temporal | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Summoning (augmentation) | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Stone | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Force of will | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed form | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Vile life | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dream Forge | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Feedback | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gestures | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Curses | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Dreaming | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Mentalism | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Torment | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Thuggery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Finer energy manipulations | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Augmented mobility | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spacetime Weaving | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Fate Weaving | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fungus | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Unarmed training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Hymns | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Mobility | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Yeek | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.20 |
| 5/5 |
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Cunning / Scoundrel | 1.20 |
| 5/5 |
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Spell / Stone alchemy | 1.20 |
| 5/5 |
| 5/5 |
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Cursed / Dark sustenance | 1.20 |
| 5/5 |
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| 5/5 |
Prodigies
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Effects
talent | Stone Skin |
talent | Through The Crowd |
talent | Chant of Fortitude |
talent | Infestation |
talent | Keen Senses |
talent | Arcane Shield |
talent | Blur Sight |
talent | Flame of Urh'Rok |
talent | Inner Power |
talent | Weapon of Light |
talent | Arcane Power |
talent | Ice Core |
talent | Pure Aether |
talent | Contingency |
talent | Arcane Feed |
talent | Berserker Rage |
talent | Wild Growth |
talent | Quicken Spells |
talent | Kinetic Shield |
talent | Blood Fury |
talent | Ruin |
talent | Fiery Hands |
talent | Psiblades |
talent | Leeching Poison |
talent | Elemental Discord |
talent | Apply Poison |
talent | Forge Shield |
talent | Willful Tormenter |
talent | Spellcraft |
talent | Icy Skin |
talent | Shadow Feed |
talent | Blood Vengeance |
talent | Overkill |
talent | Frost Infusion |
talent | Frostdusk |
talent | Daunting Presence |
talent | Augmentation |
talent | Shadow Decoy |
talent | Lichform |
talent | Arcane Combat |
talent | Lacerating Strikes |
talent | Thunderstorm |
talent | Precise Strikes |
talent | Living Lightning |
talent | Shielding |
talent | Exploit Weakness |
talent | Gloom |
talent | Hurricane |
talent | Shattering Impact |
talent | Total Thuggery |
talent | Dark Ritual |
talent | Heartstart |
talent | Vampiric Gift |
talent | Bone Shield |
talent | Blade Flurry |
talent | Insidious Poison |
talent | Stalk |
talent | Necrotic Aura |
talent | Night Terror |
talent | Premonition |
talent | Absorb Life |
talent | Righteous Strength |
talent | Crystalline Focus |
talent | Blurred Mortality |
talent | Never Stop Running |
talent | Searing Sight |
talent | Second Life |
talent | Surge |
talent | Mitosis |
talent | Charged Shield |
talent | Phase Pulse |
talent | Incendiary Ammunition |
talent | Berserker |
talent | Temporal Hounds |
talent | Shock Hands |
talent | Call Shadows |
talent | True Grit |
talent | Body of Fire |
talent | Hymn of Shadows |
talent | Elemental Harmony |
talent | Feather Wind |
talent | Deflection |
talent | Onslaught |
talent | Deflect Projectiles |
talent | Shadow Combat |
talent | Mental Tyranny |
talent | Weapon of Wrath |
talent | Probability Travel |
talent | Corona |
talent | Skate |
talent | Essence of Speed |
talent | Weapon Folding |
talent | Phantasmal Shield |
talent | Acidic Skin |
beneficial effect | Increases physical save, spell save, and mental save by 40. Global speed increased by 12%. Through The Crowd |
beneficial effect | The thrill of combat improves the target's maximum life by 12%, life regeneration by 27.85, and stamina regeneration by 5.57. Bloodbath |
beneficial effect | Countering melee attacks: Has a 62% chance to get an automatic counter attack when avoiding a melee attack. (2.8 counters remaining) Counter Attacking |
beneficial effect | Nature damage increased by 11%. Natural Acid |
beneficial effect | The target is moving is 100% faster. 3 Celerity |
beneficial effect | Reduces light damage received by 40%. Premonition Shield |
beneficial effect | The target is in a magical frenzy, improving spellpower by 12. Bloodlust |
beneficial effect | Movement is 1000% faster. Step Up |
beneficial effect | Increase light and physical damage by 50%. Righteous Strength |
beneficial effect | The target's accuracy and power have been increased by 30. 3 Fateweaver |
beneficial effect | Increases defense by 36. Mobile Defense |
beneficial effect | The target is filled with the Sun's fury, next Sun Beam will be instant cast. Sun's Vengeance |
beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 6 Net Damage: 591 - 827 Accuracy: 156 (knife) APR: 111 Crit Chance: +390% Crit mult: 546% Uses Stats: 50% Cun, 70% Dex |
detrimental effect | The target has been splashed with acid, taking 31.37 acid damage per turn, reducing armour by 45 and attack by 39. Acid Splash |
beneficial effect | The target's blight and acid damage is increased by 41%. Bloodfury |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+39% global speed). Clarity |
beneficial effect | Increases global speed by 46%. Elemental Harmony |
beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 5%. Strength and Willpower are increased by 2. Poisons and diseases have a 26% chance of being neutralized each turn. Cursed Form |
beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
beneficial effect | Acid damage increased by 8%. Corrosive Nature |
beneficial effect | The target's defense and saves have been increased by 30. 3 Spin |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost anorithil to the recall portal on level 5 of Dreadfell. Escort: lost anorithil (level 5 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved Strength by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2899. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mysticism. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | 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 within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Sanderss jump (0 def, 5 armour) Sanderss jump (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +4 Str / +5 Mag / +6 Wil / +4 Con Changes damage: +9% arcane Critical mult.: +15.00% Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +4 Hate when firing a critical mind attack: +3.00 Maximum mana: +60.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +5% Mindpower: +4 (+1 eff.) Light radius: +3 Heals friendly targets nearby when you use a nature summon: +20 Damage Shield penetration: +20% It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 1.2 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Quiver | 149 alchemist agate 149 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Light source | Sanderss last hope Sanderss last hopeInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +6.0% Physical power: +10 (+1 eff.) Damage when hit (Melee): 12 temporal Changes stats: +13 Wil Changes resistances: +5% arcane / +6% temporal Changes resistances penetration: +15% all Changes damage: +12% light / +3% arcane / +14% mind Critical mult.: +20.00% Maximum life: +80.00 Light radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Sanderss darkheart Sanderss darkheart |
Tool | Sanderss Way (dig speed 11 turns) Sanderss Way (dig speed 11 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +6 (+0 eff.) Physical crit. chance: +15.0% Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Changes stats: +13 Str / +5 Mag / +8 Wil Changes resistances: +12% nature Changes resistances penetration: +5% nature Life regen: +0.20 Maximum mana: +60.00 Spell crit. chance: +9% Mental crit. chance: +15% Infravision radius: +4 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Sanderss wish Sanderss wishCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Physical power: +15 (+2 eff.) Damage when hit (Melee): 4 mind Changes stats: +10 Str / +10 Dex / +10 Wil / +10 Cun / +9 Con Changes resistances: +9% lightning / +12% mind / +5% arcane Changes resistances penetration: +10% lightning / +5% mind Mental save: +20 (+3 eff.) Stun/Freeze immunity: +49% Life regen: +4.40 Rings can have magical properties. |
On fingers | Sandderss ring 2 Sandderss ring 2Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +39 (+5 eff.) Physical power: +15 (+2 eff.) Changes stats: +3 Str / +20 Dex / +9 Cun / +5 Con Changes resistances penetration: +15% physical Spell save: +20 (+1 eff.) Stamina each turn: +0.60 Only die when reaching: -60.00 life Maximum stamina: +50.00 Spellpower: +15 (+2 eff.) Mindpower: +13 (+2 eff.) Rings can have magical properties. |
Around waist | Sanderss Confidence Sanderss Confidence Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +26.0% Physical power: +23 (+2 eff.) Changes stats: +14 Cun / +13 Dex Changes resistances: +9% nature / +9% acid Changes damage: +6% nature / +20% lightning Damage affinity(heal): +20% lightning Critical mult.: +30.00% Reduces incoming crit damage: 10.00% Spell save: +14 (+1 eff.) Mental crit. chance: +14% Infravision radius: +1 See invisible: +18 Movement speed: +15% Chance to avoid any damage: +8% Size category: +1 A belt that goes around your waist. |
In main hand | Sanderss truth (78-117 power, 4 apr) Sanderss truth (78-117 power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 78.0 - 117.0 Uses stats: 170% Mag, 40% Wil Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 111% On weapon hit: * 45% chance to daze at end of turn Damage (Melee): +8 blight When wielded/worn: Accuracy: +19 (+2 eff.) Armour penetration: +17 Damage when hit (Melee): 12 light Changes stats: +5 Str / +16 Dex / +10 Mag / +9 Wil / +6 Cun / +6 Con Changes resistances penetration: +21% lightning / +21% physical Changes damage: +9% light / +21% physical Reduces incoming crit damage: 5.00% Massive two-handed battleaxes. |
On hands | Sanderss will (0 def, 6 armour) Sanderss will (0 def, 6 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour penetration: +1 Physical crit. chance: +37.0% Armour: +6 Damage (Melee): 14 acid Changes stats: +5 Str / +5 Dex / +5 Cun Changes resistances: +10% acid Changes damage: +10% acid Talent cooldown: Double Strike (-1 turn) Critical mult.: +27.00% Physical save: +11 (+1 eff.) Spell crit. chance: +34% Mental crit. chance: +36% Light radius: +2 When used to modify unarmed attacks: Base power: 61.5 - 86.1 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Crit. chance: +52.0% Attack speed: 125% When this weapon hits: Acid Breath (10% chance level 5). When this weapon hits: Set Up (10% chance level 5). When this weapon crits: Cripple (40% chance level 5). Damage Shield penetration (this weapon only): +10% Damage (Melee): +20 physical Burst (radius 1) on hit: +4 nature Burst (radius 2) on crit: +14 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Sanders offence (24 def, 37 armour) Sanders offence (24 def, 37 armour)Requires: - Strength 20 Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +11.0% Physical power: +9 (+1 eff.) Armour: +37 Defense: +24 (+4 eff.) Fatigue: +8% Changes stats: +23 Cun / +19 Dex Changes resistances: +10% mind / +1% physical Changes damage: +10% all Critical mult.: +23.00% Mental save: +24 (+4 eff.) Psi when hit: +0.12 Spell crit. chance: +5% Mental crit. chance: +5% A suit of armour made of leather. |
Cloak | Sanderss Angel (3 def, 10 armour) Sanderss Angel (3 def, 10 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +14 Physical power: +6 (+1 eff.) Armour: +10 Defense: +3 (+1 eff.) Changes stats: +8 Mag / +8 Wil Changes resistances: +6% cold Changes resistances penetration: +15% arcane Changes damage: +15% arcane Critical mult.: +56.00% Stealth bonus: +11 Silence immunity: +20% Stun/Freeze immunity: +25% Maximum mana: +100.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Sanderss fast hit Sanderss fast hitInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +2 (+0 eff.) Physical power: +10 (+1 eff.) Changes stats: +11 Str / +5 Wil / +4 Cun Changes damage: +13% physical Talent masteries: +0.40 Technique / Pugilism +0.40 Technique / Reflexes Critical mult.: +6.00% Mental save: +14 (+2 eff.) Confusion immunity: +25% Life regen: +0.40 Maximum stamina: +5.00 Mindpower: +15 (+2 eff.) Light radius: +2 Combat speed: +10% Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. wild infusion (resist 28%; cure mental, physical)wild infusion (resist 28%; cure mental, physical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 or physical effect and reduce all damage taken by 28% for 8 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 ability. |
Rune of the Rift (746.00 temporal damage, removed from time 4 turns) Rune of the Rift (746.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (74% of a turn) Is: a spell Description: Inflicts 858.40 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. acid wave rune (456 acid damage; disarm 5 turns with power 22)acid wave rune (456 acid damage; disarm 5 turns with power 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 456.02 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 22 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Betenor BetenorPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 35% chance to corrode armour by 30% Damage when hit (Melee): 12 mind Changes stats: +11 Wil Changes damage: +9% acid / +12% mind Talent masteries: +0.40 Spell / Energy alchemy +0.40 Corruption / Curses Mental save: +15 (+2 eff.) Confusion immunity: +22% Teleport immunity: +50% Life regen: +4.50 Mindpower: +15 (+2 eff.) Mental crit. chance: +2% It can be used to teleport you randomly (rad 64), putting all charms on cooldown for 9 turns. Amulets can have magical properties. |
Fiery Choker Fiery ChokerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Mag / +4 Wil / +3 Cun Changes resistances: -20% cold / +20% fire Changes damage: -5% cold / +10% fire Damage affinity(heal): +30% fire Blindness immunity: +40% Spellpower: +7 (+1 eff.) Spell crit. chance: +8% Talent on hit(spell): Volcano (10% chance level 3). A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
Frost Lord's Chain Frost Lord's ChainPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+2 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
Garkul's Teeth Garkul's TeethCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+1 eff.) Mental save: +18 (+3 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 4.8 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 940.97 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Glimmerwish GlimmerwishPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +6 Mag / +12 Con Changes resistances: +27% lightning / +9% acid Changes resistances penetration: +10% arcane / +20% light Changes damage: +8% temporal / +8% light / +8% physical / +9% arcane / +8% darkness Physical save: +37 (+2 eff.) Stun/Freeze immunity: +49% Life regen: +5.20 Maximum life: +152.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: +1 Amulets can have magical properties. |
Sanderss light Sanderss lightInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -10% Changes stats: +6 Str / +10 Dex / +10 Cun / +8 Con Changes resistances: +12% fire / +5% arcane / +12% darkness Changes resistances penetration: +10% arcane / +15% fire Changes damage: +3% darkness / +3% fire Talent masteries: +0.40 Cunning / Dirty fighting +0.40 Spell / Energy alchemy Blindness immunity: +40% Life regen: +1.40 Stamina each turn: +1.50 Infravision radius: +6 Sight radius: +2 See invisible: +15 Movement speed: +10% Amulets can have magical properties. |
Sanderss neck Sanderss neckInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 16 arcane / 8 fire Changes stats: +10 Str / +8 Dex Changes resistances: +60% darkness / +6% mind / +57% light Changes resistances penetration: +15% fire Changes damage: +6% mind / +15% fire Blindness immunity: +100% Amulets can have magical properties. |
Taintbringer TaintbringerInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Damage when hit (Melee): 4 acid Changes stats: +4 Cun Changes resistances: +9% physical Changes resistances penetration: +5% nature Changes damage: +3% acid Blindness immunity: +31% Stamina each turn: +0.60 Infravision radius: +4 Sight radius: +2 See invisible: +9 Amulets can have magical properties. |
Umbrabutcher the voratun amulet Umbrabutcher the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Damage when hit (Melee): 8 mind Changes stats: +10 Dex Changes resistances: +9% mind / +18% blight Changes damage: +6% blight / +9% darkness Talent masteries: +0.32 Corruption / Blight +0.32 Cursed / Fears Blindness immunity: +40% Infravision radius: +10 Sight radius: +2 See invisible: +14 Amulets can have magical properties. |
Vilestrike VilestrikeInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +20 (+2 eff.) Armour: +8 Defense: +30 (+5 eff.) Damage when hit (Melee): 12 nature / 8 fire Changes stats: +20 Lck / +10 Cun Changes resistances: +28% temporal Changes resistances cap: +7% all Changes resistances penetration: +20% acid / +15% nature Changes damage: +9% nature / +15% acid Physical save: +22 (+1 eff.) Pinning immunity: +40% Knockback immunity: +50% Reduce all damage from unseen attackers: 19% Amulets can have magical properties. |
Xith the voratun amulet Xith the voratun amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +22 Damage when hit (Melee): 4 physical Changes stats: +3 Cun / +11 Con Changes resistances: +29% temporal Critical mult.: +19.00% Reduces incoming crit damage: 10.00% Physical save: +25 (+1 eff.) Spell save: +25 (+1 eff.) Mental save: +19 (+3 eff.) Pinning immunity: +50% Knockback immunity: +48% Maximum life: +50.00 Amulets can have magical properties. |
Zemekkys' Broken Hourglass Zemekkys' Broken HourglassPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes resistances: +20% temporal Changes resistances cap: +5% temporal Changes damage: +10% temporal Lowers spell cool-downs by: 10% Activating this item is instant. It can be used to activate talent Time Stop (costing 28 power out of 80/80) : Effective talent level: 1.2 Power cost: 28 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
voratun amulet 'Xereyaldann' voratun amulet 'Xereyaldann'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Cun / +11 Wil Changes resistances: +3% nature / +5% arcane Critical mult.: +15.00% Spell save: +10 (+0 eff.) Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. wanderer's voratun amulet of visionwanderer's voratun amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Fatigue: -8% Changes stats: +10 Dex / +10 Cun / +9 Con Blindness immunity: +32% Life regen: +1.30 Stamina each turn: +1.50 Infravision radius: +10 Sight radius: +2 See invisible: +15 Movement speed: +10% Amulets can have magical properties. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Baruvon the voratun ring Baruvon the voratun ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Damage when hit (Melee): 12 blight Changes stats: +3 Str / +14 Dex / +12 Cun / +6 Con Changes resistances: +40% nature / +5% arcane Changes damage: +20% nature / +6% arcane Reduces incoming crit damage: 10.00% Spell save: +20 (+1 eff.) Life regen: +1.20 Maximum life: +100.00 Maximum stamina: +35.00 See invisible: +3 Healing mod.: +27% Rings can have magical properties. |
Blastdash BlastdashPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 4 lightning / 8 blight Changes stats: +8 Mag / +18 Wil / +4 Cun / +6 Con Changes resistances penetration: +10% blight Changes damage: +3% blight Grants telepathy: Humanoid/Orc Spell save: +20 (+1 eff.) Mental save: +30 (+5 eff.) Blindness immunity: +50% Psi when hit: +0.04 Maximum stamina: +36.00 Spellpower: +15 (+2 eff.) Infravision radius: +5 See stealth: +25 See invisible: +25 Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-1 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Brandhunger BrandhungerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+2 eff.) Damage when hit (Melee): 12 blight / 16 fire Changes stats: +7 Mag / +9 Wil / +8 Cun Changes resistances: +6% blight Changes resistances penetration: +10% blight / +5% fire Changes damage: +9% fire Mental save: +18 (+3 eff.) Blindness immunity: +43% Spellpower: +27 (+4 eff.) Mindpower: +14 (+2 eff.) Infravision radius: +6 See stealth: +25 See invisible: +25 Rings can have magical properties. |
Chartaint ChartaintInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 24 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 4 fire Changes stats: +10 Cun / +10 Wil Changes resistances: +5% arcane / +40% cold Changes resistances penetration: +10% acid Changes damage: +6% acid / +20% cold / +15% arcane Mental save: +20 (+3 eff.) Disarm immunity: +44% Pinning immunity: +44% Knockback immunity: +43% Hate when firing a critical mind attack: +3.00 Maximum life: +43.00 Maximum hate: +14.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 4.8 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 73%. Rings can have magical properties. |
Cyrerimitira CyrerimitiraPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% * 33% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 50 light Changes stats: +8 Cun / +9 Dex Changes resistances: +18% arcane Changes resistances penetration: +5% blight Changes damage: +18% arcane / +9% acid Critical mult.: +10.00% Silence immunity: +50% Mana each turn: +0.23 Vim when firing critical spell: +1.00 Spellpower: +2 (+0 eff.) Damage Shield penetration: +30% Rings can have magical properties. |
Exiler ExilerPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 temporal Changes resistances: +15% temporal Changes damage: +15% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Talent cooldown: Time Skip (-1 turn) Spellpower: +10 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +10 Talent on hit(spell): Rethread (10% chance level 2). It can be used to attempt to inflict 258.00 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 3 turn(s), costing 18 power out of 32/32. The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
Glintfiend the voratun ring Glintfiend the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Defense: +15 (+3 eff.) Effects on melee hit: * 35% chance to corrode armour by 30% * 20% chance to cause random gloom Damage (Melee): 25 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 12 light / 23 acid Changes stats: +8 Cun / +10 Wil Changes resistances: +6% light Changes resistances penetration: +10% light / +10% acid Mental save: +20 (+3 eff.) Blindness immunity: +50% Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Infravision radius: +6 See stealth: +25 See invisible: +16 Movement speed: +23% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 23 cooldown : Effective talent level: 2.4 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 26% for 5 turns. Rings can have magical properties. |
Glory of the Pride Glory of the PrideCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+2 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
Ivorinor the Deepsfurnace Ivorinor the DeepsfurnaceInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 19 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 25 bleed Damage when hit (Melee): 12 darkness / 8 fire Changes stats: +15 Cun / +10 Dex Changes resistances: +6% fire / +40% cold Changes damage: +18% blight / +20% cold / +12% darkness Life regen: +1.70 Hate when firing a critical mind attack: +3.00 Maximum life: +83.00 Maximum hate: +15.00 Healing mod.: +29% It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.6 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 302% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings can have magical properties. |
Magmavenom the voratun ring Magmavenom the voratun ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +19 (+2 eff.) Damage when hit (Melee): 8 darkness / 12 fire Changes stats: +8 Cun / +8 Mag Changes resistances: +40% light / +40% cold Changes damage: +20% cold / +20% light / +8% all Spell save: +6 (+0 eff.) Vim when firing critical spell: +3.00 Spellpower: +25 (+4 eff.) Mindpower: +20 (+3 eff.) Damage Shield penetration: +50% Rings can have magical properties. |
Mnemonic MnemonicInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+3 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+2 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 17 power out of 30/30) : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+2 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 23 power out of 50/50) : Effective talent level: 2.4 Power cost: 23 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 84 damage per turn. The damage will increase with your Mindpower. You do +36% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Olagorn OlagornPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +4 Dex / +10 Mag / +15 Wil Changes resistances: +40% darkness Changes damage: +20% darkness Reduces incoming crit damage: 10.00% Mental save: +15 (+2 eff.) Confusion immunity: +50% Life regen: +2.00 Maximum life: +100.00 Spellpower: +13 (+2 eff.) Infravision radius: +3 See invisible: +6 Healing mod.: +25% Rings can have magical properties. |
Polytta PolyttaInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+2 eff.) Fatigue: -4% Effects on melee hit: * 20% chance to cause random gloom Damage (Melee): 23 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 25 bleed Changes stats: +10 Dex / +8 Mag / +20 Cun / +16 Con Reduces incoming crit damage: 15.00% Physical save: +20 (+1 eff.) Disarm immunity: +42% Pinning immunity: +48% Knockback immunity: +50% Hate when firing a critical mind attack: +3.00 Maximum life: +42.00 Maximum hate: +15.00 Infravision radius: +3 It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 3.6 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 159% weapon damage. If the attack hits, the target will bleed for 302% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings can have magical properties. |
Ring of the Archlich Ring of the ArchlichPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 It is part of a set of items. It desires to be surrounded by undeath. When wielded/worn: Changes resistances: +10% darkness / +10% cold Changes damage: +10% darkness / +10% cold Spell save: +8 (+0 eff.) Poison immunity: +25% Cut immunity: +25% Maximum souls: +3.00 Spellpower: +8 (+1 eff.) This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Ring of the War Master Ring of the War MasterCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+1 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Pugilism +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Grappling +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Unarmed training +0.30 Technique / Thuggery +0.30 Technique / Superiority +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Archery excellence +0.30 Technique / Combat techniques +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Shield offense +0.30 Technique / Shield defense +0.30 Technique / Dual techniques +0.30 Technique / Finishing moves +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
Sanderss Ring 1 Sanderss Ring 1Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Changes stats: +10 Dex / +7 Mag / +10 Wil / +17 Cun Changes resistances: +5% arcane Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Mental save: +65 (+11 eff.) Confusion immunity: +45% Spellpower: +15 (+2 eff.) Mindpower: +6 (+1 eff.) Mental crit. chance: +7% Rings can have magical properties. |
Silaratira the voratun ring Silaratira the voratun ringInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +2 Wil / +10 Con Changes resistances: +15% blight / +23% nature / +12% acid Critical mult.: +5.00% Physical save: +20 (+1 eff.) Spell save: +10 (+0 eff.) Poison immunity: +30% Disease immunity: +29% Life regen: +1.90 Equilibrium when hit: +0.04 Maximum life: +48.00 Maximum psi: +20.00 Healing mod.: +30% Rings can have magical properties. |
Sunrot the voratun ring Sunrot the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+1 eff.) Effects on melee hit: * 35% chance to blind Changes resistances: +30% acid / +21% light / +30% fire / +29% cold / +26% lightning Changes resistances penetration: +5% light / +5% acid Changes damage: +3% light / +3% acid Physical save: +17 (+1 eff.) Spell save: +17 (+1 eff.) Mental save: +18 (+3 eff.) Silence immunity: +40% Mana each turn: +0.40 Spellpower: +15 (+2 eff.) Mindpower: +14 (+2 eff.) Rings can have magical properties. |
Unlighttickler the voratun ring Unlighttickler the voratun ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +14 (+1 eff.) Effects on melee hit: * 35% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 47 light Damage when hit (Melee): 12 darkness Changes stats: +9 Str / +8 Mag / +3 Wil / +10 Cun / +10 Con Changes damage: +9% arcane Disarm immunity: +46% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +47.00 Spellpower: +13 (+2 eff.) Infravision radius: +3 Rings can have magical properties. |
Urekalthodil UrekalthodilPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +13 (+1 eff.) Defense: +14 (+2 eff.) Effects on melee hit: * 22% chance to blind Damage (Melee): 49 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 49 light Damage when hit (Melee): 4 temporal Changes stats: +3 Mag Changes resistances penetration: +5% temporal Changes damage: +6% arcane Silence immunity: +49% Stun/Freeze immunity: +40% Life regen: +4.70 Mana each turn: +0.40 Spellpower: +4 (+1 eff.) Spell crit. chance: +8% Movement speed: +23% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 23 cooldown : Effective talent level: 3.6 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 35% for 5 turns. Rings can have magical properties. |
Void Orb Void OrbPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Damage (Melee): 15 arcane Changes resistances: +15% arcane Changes resistances penetration: +10% arcane Changes damage: +4% lightning / +4% physical / +4% cold / +4% fire / +15% arcane / +5% all Talent masteries: +0.10 Spell / Arcane +0.10 Spell / Aether Talent cooldown: Aether Avatar (-4 turns) Spell save: +10 (+0 eff.) Silence immunity: +30% Maximum mana: +35.00 Spellpower: +10 (+2 eff.) Spell crit. chance: +5% Talent on hit(spell): Arcane Vortex (10% chance level 2). It can be used to activate talent Manathrust (costing 4 power out of 6/6) : Effective talent level: 4.8 Power cost: 4 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up mana into a powerful bolt doing 471.24 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
voratun ring 'Skynoon' voratun ring 'Skynoon'Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Defense: +15 (+3 eff.) Effects on melee hit: * 20% chance to cause random gloom * 30% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 22 bleed Effects on ranged hit: * 20% chance to cause random gloom Damage (Ranged): 18 bleed Damage when hit (Melee): 12 temporal Changes stats: +9 Cun Changes resistances: +40% acid / +3% lightning Changes resistances penetration: +5% lightning Changes damage: +20% acid / +9% lightning Blindness immunity: +49% Hate when firing a critical mind attack: +3.00 Maximum hate: +15.00 Infravision radius: +5 See stealth: +25 See invisible: +21 Movement speed: +25% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Activating this item is instant. It can be used to activate talent Bleeding Edge, placing all other charms into a 12 cooldown : Effective talent level: 2.4 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 148% weapon damage. If the attack hits, the target will bleed for 283% weapon damage over 7 turns, and all healing will be reduced by 49%. Rings can have magical properties. |
voratun ring 'Tempestrip' voratun ring 'Tempestrip'Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Effects on melee hit: * 35% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +10 Dex / +8 Wil / +18 Cun Changes resistances: +36% darkness / +5% arcane / +20% mind Changes resistances penetration: +10% lightning Changes damage: +12% lightning / +3% fire / +20% mind / +18% darkness Mindpower: +14 (+2 eff.) Rings can have magical properties. |
Alyzilarand the Blazepulverizer (54.5-81.75 power, 4 apr) Alyzilarand the Blazepulverizer (54.5-81.75 power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 54.5 - 81.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +28 nature / +28 temporal Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +4 blight When wielded/worn: Accuracy: +42 (+5 eff.) Armour penetration: +21 Physical crit. chance: +21.0% Effects on melee hit: * 15% chance to blind Changes stats: +10 Str Changes resistances: +9% light / +6% acid Changes resistances penetration: +19% physical Changes damage: +21% physical Pinning immunity: +15% Stamina when hit: +4.00 Massive two-handed battleaxes. |
Eksatin's Ultimatum (63-94.5 power, 25 apr) Eksatin's Ultimatum (63-94.5 power, 25 apr)Requires: - Magic 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 63.0 - 94.5 Uses stats: 180% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +25 Crit. chance: +25.0% Attack speed: 100% On weapon crit: * decapitate a weakened target When wielded/worn: Critical mult.: +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Isildama the Noonrain (55.5-83.25 power, 4 apr) Isildama the Noonrain (55.5-83.25 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.5 - 83.3 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to torment the target * Random elemental explosion Damage (Melee): +28 darkness / +12 light Damage against: +28% Living When wielded/worn: Physical power: +21 (+2 eff.) Changes stats: +10 Con Changes resistances: +9% darkness / +6% temporal Changes resistances penetration: +21% acid / +21% physical / +21% darkness / +23% lightning / +24% fire / +19% mind / +23% cold Cut immunity: +20% Disarm immunity: +48% Teleport immunity: +5% Only die when reaching: -80.00 life Massive two-handed battleaxes. |
Sanderss word (73.5-110.25 power, 4 apr) Sanderss word (73.5-110.25 power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 73.5 - 110.3 Uses stats: 170% Mag, 40% Wil Damage type: Blight Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 49% chance to corrode armour by 30% Damage (Melee): +8 arcane / +28 nature / +27 temporal Burst (radius 1) on hit: +8 blight When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +20 Damage when hit (Melee): 4 mind Changes resistances: +6% blight Changes resistances penetration: +21% acid / +21% physical / +5% blight Life regen: +4.00 Psi when hit: +0.12 Heals friendly targets nearby when you use a nature summon: +10 Massive two-handed battleaxes. |
The Gaping Maw (72-108 power, 4 apr) The Gaping Maw (72-108 power, 4 apr)Requires: - Magic 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Talents cooldown: Mana Clash (-2 turns) Ice Claw (-1 turn) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
stralite battleaxe 'Muvon' (56.5-84.75 power, 3 apr) stralite battleaxe 'Muvon' (56.5-84.75 power, 3 apr)Requires: - Magic 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 56.5 - 84.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 111% On weapon hit: * 20% chance to disease Burst (radius 1) on hit: +12 blight When wielded/worn: Accuracy: +9 (+1 eff.) Changes stats: +5 Dex Changes resistances: +5% all Changes resistances penetration: +10% nature / +10% blight Changes damage: +9% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed battleaxes. |
voratun battleaxe 'Eilinyvea' (57.5-86.25 power, 4 apr) voratun battleaxe 'Eilinyvea' (57.5-86.25 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 57.5 - 86.3 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +28 lightning / +42 cold / +24 acid When wielded/worn: Armour penetration: +20 Physical crit. chance: +20.0% Armour: +9 Changes stats: +1 Str / +3 Wil Grants telepathy: Dragon Critical mult.: +29.00% Mental save: +6 (+1 eff.) Hate when firing a critical mind attack: +1.00 Heals friendly targets nearby when you use a nature summon: +10 Massive two-handed battleaxes. |
Blastthorn the voratun dagger (39.5-51.35 power, 9 apr) Blastthorn the voratun dagger (39.5-51.35 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 40% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 40% chance to daze at end of turn * 25% chance for lightning to arc to a second target On weapon crit: * splashes the target with acid Damage (Melee): +16 lightning / +16 temporal / +16 acid Burst (radius 2) on crit: +8 mind When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +8 Damage when hit (Melee): 20 temporal Changes resistances: +6% lightning / +12% temporal Changes resistances penetration: +10% lightning / +11% physical / +15% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Sharp, short and deadly. |
Duskkiller (39.5-51.35 power, 9 apr) Duskkiller (39.5-51.35 power, 9 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 39.5 - 51.4 Uses stats: 40% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 46% chance to inflict 15% damage reduction Damage (Melee): +19 cold When wielded/worn: Changes stats: +4 Mag / +4 Wil / +3 Cun Changes resistances: +12% darkness Spellpower: +11 (+2 eff.) Mental crit. chance: +4% Sharp, short and deadly. |
Icy Kill (35-45.5 power, 10 apr) Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 40% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Kinetic Spike (38-49.4 power, 40 apr) Kinetic Spike (38-49.4 power, 40 apr)Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 50% Mag, 30% Cun, 70% Wil, 40% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Physical power: +15 (+2 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 6 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
Life Drinker (42-54.6 power, 11 apr) Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 40% Wil, 35% Cun, 105% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+2 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 23 power out of 50/50) : Effective talent level: 2.4 Power cost: 23 out of 50/50. Range: 6 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 47.21 acid and 41.87 blight damage. If not cleared after five turns it will inflict 237.72 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
Mandible of Ungolmor (40-52 power, 12 apr) Mandible of Ungolmor (40-52 power, 12 apr)Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 40% Wil, 35% Dex, 50% Mag, 65% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 14 power out of 40/40) : Effective talent level: 3.6 Power cost: 14 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 95.11 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +38% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Moon (30-39 power, 30 apr) Moon (30-39 power, 30 apr)Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 40% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 40% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Spelldrinker (27-35.1 power, 8 apr) Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 40% Wil, 55% Dex, 55% Mag, 45% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+1 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Star (25-32.5 power, 20 apr) Star (25-32.5 power, 20 apr)Requires: - Dexterity 24 - Cunning 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: 25.0 - 32.5 Uses stats: 40% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% Damage (Melee): +20 light When wielded/worn: Changes damage: +10% light Light radius: +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Unerring Scalpel (15-19.5 power, 25 apr) Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 40% Wil, 45% Cun, 50% Mag, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+2 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Xeraba (48.5-63.05 power, 9 apr) Xeraba (48.5-63.05 power, 9 apr)Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 48.5 - 63.1 Uses stats: 40% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 47% chance to gain 10% of a turn (3/turn limit) * 25% chance to put talents on cooldown * 20% chance to torment the target When wielded/worn: Armour penetration: +9 Damage when hit (Melee): 8 mind Changes stats: +6 Cun / +3 Wil Changes resistances penetration: +12% physical / +12% mind / +12% darkness Changes damage: +12% physical Hate when firing a critical mind attack: +4.00 Sharp, short and deadly. |
Xolle the dwarven-steel dagger (19.5-25.35 power, 7 apr) Xolle the dwarven-steel dagger (19.5-25.35 power, 7 apr)Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 19.5 - 25.4 Uses stats: 40% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Temporal Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +8 insidious poison Burst (radius 2) on crit: +5 ice / +8 fire When wielded/worn: Armour: +7 Damage when hit (Melee): 8 temporal Changes stats: +3 Wil / +1 Mag Changes resistances penetration: +7% cold / +6% fire Global speed: +2% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Sharp, short and deadly. |
voratun dagger 'Ravenstalker' (51-66.3 power, 9 apr) voratun dagger 'Ravenstalker' (51-66.3 power, 9 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 51.0 - 66.3 Uses stats: 40% Wil, 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 12% chance to daze at end of turn * 47% chance to corrode armour by 30% Burst (radius 1) on hit: +12 temporal Burst (radius 2) on crit: +4 temporal When wielded/worn: Accuracy: +12 (+1 eff.) Defense: +8 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +3% darkness / +3% temporal Changes resistances penetration: +12% acid / +12% lightning Changes damage: +6% darkness Disarm immunity: +32% Life regen: +2.00 Sharp, short and deadly. |
Airbringer the voratun greatmaul (83-124.5 power, 4 apr) Airbringer the voratun greatmaul (83-124.5 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 83.0 - 124.5 Uses stats: 170% Mag, 40% Wil Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 37% chance to cause random gloom On weapon crit: * wounds the target for 7 turns: 45 bleeding, 96% reduced healing * splashes the target with acid Damage (Melee): +28 acid / +30 mind When wielded/worn: Physical crit. chance: +20.0% Physical power: +21 (+2 eff.) Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 4 temporal Changes stats: +10 Cun / +10 Wil Changes resistances: +9% acid / +9% darkness / +9% lightning Disarm immunity: +10% Only die when reaching: -40.00 life Massive two-handed mauls. |
Aratira the voratun greatmaul (67.5-101.25 power, 4 apr) Aratira the voratun greatmaul (67.5-101.25 power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.5 - 101.3 Uses stats: 170% Mag, 40% Wil Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 57% chance to corrode armour by 30% On weapon crit: * wounds the target for 7 turns: 45 bleeding, 96% reduced healing * cripple the target When wielded/worn: Physical crit. chance: +37.0% Physical power: +21 (+2 eff.) Changes stats: +2 Cun / +1 Wil Changes resistances: +6% arcane / +6% acid Changes resistances penetration: +39% acid / +15% mind Life regen: +4.00 Equilibrium when hit: +0.12 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +30 Massive two-handed mauls. |
Blighted Maul (96-144 power, 22 apr) Blighted Maul (96-144 power, 22 apr)Requires: - Magic 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stats: 190% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 788.39 to 2365.16 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 2177.45 to 4354.91 physical damage (based on Strength) to each, costing 28 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
Scumobeisance the voratun greatmaul (64.5-96.75 power, 4 apr) Scumobeisance the voratun greatmaul (64.5-96.75 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 64.5 - 96.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 20% chance to cause random gloom * 28% chance to disease * 20% chance to torment the target On weapon crit: * splashes the target with acid Damage (Melee): +24 acid / +28 temporal / +27 blight Burst (radius 2) on crit: +8 nature When wielded/worn: Damage when hit (Melee): 4 nature / 28 temporal Changes resistances: +26% temporal / +3% mind / +5% arcane Changes resistances penetration: +20% darkness / +10% nature / +30% mind Changes damage: +6% arcane Disease immunity: +35% Massive two-handed mauls. |
Spellcrusher (32-48 power, 4 apr) Spellcrusher (32-48 power, 4 apr)Requires: - Magic 20 Infused by nature Infused by arcane disrupting forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 32.0 - 48.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 50% chance to shatter magical shields Damage (Melee): +20 nature When wielded/worn: Changes stats: +6 Con Changes damage: +25% nature Spell save: +15 (+1 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
Venombliss (80.5-120.75 power, 4 apr) Venombliss (80.5-120.75 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 80.5 - 120.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 41% chance to disease Damage (Melee): +37 blight Burst (radius 1) on hit: +4 nature When wielded/worn: Changes resistances: +6% nature Disease immunity: +49% Psi when hit: +0.04 Maximum hate: +2.00 Maximum psi: +30.00 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +10 Massive two-handed mauls. |
Voratun Hammer of the Deep Bellow (82-123 power, 7 apr) Voratun Hammer of the Deep Bellow (82-123 power, 7 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
voratun greatmaul 'Offalsmasher' (86-129 power, 4 apr) voratun greatmaul 'Offalsmasher' (86-129 power, 4 apr)Requires: - Magic 48 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 86.0 - 129.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * cripple the target Burst (radius 1) on hit: +12 blight Burst (radius 2) on crit: +4 blight / +20 fire When wielded/worn: Physical crit. chance: +19.0% Damage when hit (Melee): 8 blight Changes resistances: +9% blight Changes resistances penetration: +20% fire Changes damage: +9% nature Global speed: +8% Massive two-handed mauls. |
Borosk's Hate (60-96 power, 22 apr) Borosk's Hate (60-96 power, 22 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 25% chance to strike the target again. When wielded/worn: Changes stats: +10 Str / +5 Dex / +15 Con Talent mastery: +0.20 Technique / Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
Champion's Will (67-107.2 power, 22 apr) Champion's Will (67-107.2 power, 22 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 40% Wil, 165% Mag, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 207 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 17 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
Duvythel the Blastspar (59.5-95.2 power, 4 apr) Duvythel the Blastspar (59.5-95.2 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.5 - 95.2 Uses stats: 170% Mag, 40% Wil Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to inflict 15% damage reduction * 20% chance to cause random gloom * 20% chance to curse the target Damage (Melee): +24 mind When wielded/worn: Accuracy: +21 (+3 eff.) Damage when hit (Melee): 8 lightning Changes stats: +6 Str / +6 Wil / +9 Cun Changes resistances: +9% lightning Changes resistances penetration: +10% nature / +15% light Changes damage: +6% lightning / +10% physical / +9% light Stamina when hit: +2.00 Massive two-handed swords. |
Latafayn (68-108.8 power, 5 apr) Latafayn (68-108.8 power, 5 apr)Requires: - Magic 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 68.0 - 108.8 Uses stats: 175% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +10.0% Attack speed: 100% Lifesteal (this weapon only): +8% Damage conversion: 50% fire burn When wielded/worn: Changes stats: +3 Cun / +5 Str Changes resistances: +15% fire Changes damage: +10% darkness / +15% fire It can be used to accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage, costing 6 power out of 25/25. This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
Rhydoldir the Blazekill (35-56 power, 2 apr) Rhydoldir the Blazekill (35-56 power, 2 apr)Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stats: 170% Mag, 40% Wil Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +23 insidious poison When wielded/worn: Armour penetration: +7 Physical power: +12 (+1 eff.) Changes stats: +2 Cun / +2 Con Changes resistances penetration: +20% mind / +19% physical Changes damage: +12% physical Mental save: +6 (+1 eff.) Disarm immunity: +14% Equilibrium when hit: +0.04 Maximum psi: +30.00 Light radius: +2 Massive two-handed swords. |
Sanderss Sword (83.5-133.6 power, 4 apr) Sanderss Sword (83.5-133.6 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 83.5 - 133.6 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 47% chance to gain 10% of a turn (3/turn limit) * 25% chance to put talents on cooldown * 25% chance for lightning to arc to a second target Damage (Melee): +26 lightning When wielded/worn: Armour penetration: +20 Damage when hit (Melee): 12 temporal / 4 physical Changes resistances penetration: +15% temporal / +19% physical Changes damage: +16% physical Reduces incoming crit damage: 5.00% Massive two-handed swords. |
Strikefame the voratun greatsword (60.5-96.8 power, 4 apr) Strikefame the voratun greatsword (60.5-96.8 power, 4 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 10 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 45 bleeding, 96% reduced healing Damage (Melee): +23 lightning Burst (radius 1) on hit: +12 fire When wielded/worn: Accuracy: +21 (+3 eff.) Armour penetration: +16 Physical crit. chance: +20.0% Physical power: +21 (+2 eff.) Damage when hit (Melee): 20 lightning / 8 blight Changes resistances: +6% lightning / +9% fire Changes resistances penetration: +21% physical Changes damage: +3% fire Massive two-handed swords. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Magic 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed weapons +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
voratun greatsword 'Chydodil' (59-94.4 power, 6 apr) voratun greatsword 'Chydodil' (59-94.4 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 59.0 - 94.4 Uses stats: 170% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 49% chance to cause random gloom * 40% chance to corrode armour by 30% Damage (Melee): +52 insidious poison / +34 mind Burst (radius 1) on hit: +12 mind When wielded/worn: Accuracy: +2 (+0 eff.) Physical power: +21 (+2 eff.) Changes stats: +1 Str / +10 Wil / +9 Cun / +6 Con Changes resistances penetration: +20% acid / +21% physical Physical save: +6 (+0 eff.) Disarm immunity: +49% Life regen: +4.00 Equilibrium when hit: +0.04 Psi when hit: +0.04 Maximum life: +30.00 Massive two-handed swords. |
Corpsebow CorpsebowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Effects on ranged hit: * 40% chance to disease Damage (Ranged): 20 blight Changes damage: +40% blight Disease immunity: +50% It can be used to activate talent Cyst Burst (costing 6 power out of 20/20) : Effective talent level: 6.0 Power cost: 6 out of 20/20. Range: 8 Travel Speed: instantaneous Is: a spell Description: Make your target's diseases burst, doing 199.98 blight damage for each disease it is infected with. This will also spread any diseases to any nearby foes in a radius of 3. The damage will increase with your Spellpower. A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Merkul's Second Eye Merkul's Second EyeRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When this weapon hits: Arcane Eye (100% chance level 4). Travel speed: +400% When wielded/worn: Damage (Ranged): 25 arcane Light radius: +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
Storm Fury Storm FuryRequires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+3 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+3 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
Acera (33-46.2 power, 4 apr) Acera (33-46.2 power, 4 apr)Requires: - Magic 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 17 power out of 30/30) : Effective talent level: 4.8 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 35% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 76 acid damage in a 4 radius ball. This damage will increase by 57% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Anmalice (47-65.8 power, 20 apr) Anmalice (47-65.8 power, 20 apr)Requires: - Willpower 20 - Magic 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 50% Wil, 150% Mag Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-5 eff.) Mindpower: +9 (+1 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Betydara (43-60.2 power, 6 apr) Betydara (43-60.2 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 19% chance to disease On weapon crit: * wounds the target for 7 turns: 45 bleeding, 96% reduced healing Damage Shield penetration (this weapon only): +30% Damage (Melee): +20 blight Burst (radius 1) on hit: +20 fire Burst (radius 2) on crit: +8 temporal When wielded/worn: Accuracy: +15 (+2 eff.) Physical crit. chance: +13.0% Physical power: +11 (+1 eff.) Damage when hit (Melee): 4 arcane Changes stats: +3 Str Changes damage: +15% physical Critical mult.: +10.00% Disease immunity: +23% Stamina when hit: +1.20 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +2% Sharp, long, and deadly. |
Blade of Distorted Time (40-56 power, 10 apr) Blade of Distorted Time (40-56 power, 10 apr)Requires: - Magic 44 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stats: 160% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * inflicts bonus temporal damage and slows target Damage conversion: 20% temporal When wielded/worn: Changes damage: +10% physical / +12% temporal It can be used to activate talent Rethread (costing 5 power out of 8/8) : Effective talent level: 2.0 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Rethread the timeline, dealing 237.40 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
Blood-Edge (46-64.4 power, 7 apr) Blood-Edge (46-64.4 power, 7 apr)Requires: - Magic 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 160% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+3 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 12 power out of 20/20) : Effective talent level: 4.8 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 169% weapon damage. If the attack hits, the target will bleed for 318% weapon damage over 7 turns, and all healing will be reduced by 73%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
Butcher (48-67.2 power, 12 apr) Butcher (48-67.2 power, 12 apr)Requires: - Magic 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+2 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Cyrolle the Dazzlemaim (44-61.6 power, 6 apr) Cyrolle the Dazzlemaim (44-61.6 power, 6 apr)Requires: - Magic 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stats: 150% Mag, 40% Wil Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 22% chance to cause random gloom * 25% chance to remove a magical effect Damage (Melee): +10 nature / +25 mind / +12 light Burst (radius 2) on crit: +8 light When wielded/worn: Accuracy: +10 (+1 eff.) Damage when hit (Melee): 4 light Changes stats: +3 Str / +4 Wil / +4 Cun Changes damage: +9% light / +7% physical Stamina when hit: +1.10 Sharp, long, and deadly. |
Halyldir (42.5-59.5 power, 6 apr) Halyldir (42.5-59.5 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +59% Damage (Melee): +20 darkness / +30 cold Burst (radius 1) on hit: +8 physical Damage against: +20% Living When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +17 Physical crit. chance: +15.0% Changes stats: +7 Str Changes damage: +24% physical Critical mult.: +19.00% Stamina when hit: +2.00 Maximum stamina: +25.00 Sharp, long, and deadly. |
Scabsweeper (73.5-102.9 power, 18 apr) Scabsweeper (73.5-102.9 power, 18 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 73.5 - 102.9 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +56% Damage (Melee): +4 arcane Burst (radius 1) on hit: +16 blight When wielded/worn: Damage when hit (Melee): 8 arcane Changes damage: +3% nature Spell save: +3 (+0 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Sharp, long, and deadly. |
Shockworm (56.5-79.1 power, 6 apr) Shockworm (56.5-79.1 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 56.5 - 79.1 Uses stats: 150% Mag, 40% Wil Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 33% chance to corrode armour by 30% Damage (Melee): +8 lightning When wielded/worn: Accuracy: +12 (+1 eff.) Physical power: +12 (+1 eff.) Defense: +15 (+3 eff.) Changes stats: +3 Mag / +4 Wil / +5 Con Changes resistances penetration: +13% acid / +14% physical / +10% blight Disarm immunity: +85% Life regen: +1.50 Spellpower: +2 (+0 eff.) Spell crit. chance: +4% Damage Shield penetration: +20% Sharp, long, and deadly. |
Twilight's Edge (47-65.8 power, 7 apr) Twilight's Edge (47-65.8 power, 7 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
Wintertide (39-54.6 power, 10 apr) Wintertide (39-54.6 power, 10 apr)Requires: - Magic 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 39.0 - 54.6 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 278.96 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +20% cold Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area, costing 17 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
voratun longsword 'Venomgasher' (42-58.8 power, 6 apr) voratun longsword 'Venomgasher' (42-58.8 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid * cripple the target Damage (Melee): +14 acid / +8 blight Burst (radius 1) on hit: +12 mind When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +14 Physical crit. chance: +15.0% Changes stats: +7 Mag / +7 Wil Changes resistances: +6% nature Changes resistances penetration: +14% physical Spellpower on spell critical (stacks up to 3 times): +10 Hate when firing a critical mind attack: +2.00 Spellpower: +12 (+2 eff.) Mindpower: +4 (+1 eff.) Sharp, long, and deadly. |
Deepszeal the dwarven-steel mace (29.5-41.3 power, 4 apr) Deepszeal the dwarven-steel mace (29.5-41.3 power, 4 apr)Requires: - Magic 24 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 29.5 - 41.3 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +6 nature / +8 temporal Burst (radius 1) on hit: +5 fire When wielded/worn: Physical crit. chance: +7.0% Physical power: +2 (+0 eff.) Armour: +9 Damage when hit (Melee): 4 darkness Stamina each turn: +0.40 Blunt and deadly. |
Thunderfall (50-70 power, 6 apr) Thunderfall (50-70 power, 6 apr)Requires: - Willpower 30 - Magic 50 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 Base power: 50.0 - 70.0 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +50 lightning / +50 physical Burst (radius 2) on crit: +100 lightning / +100 physical It can be used to perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage, costing 34 power out of 60/60. Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
Ureslak's Femur (52-72.8 power, 5 apr) Ureslak's Femur (52-72.8 power, 5 apr)Requires: - Magic 45 - Dexterity 30 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 5 It is part of a set of items. What would happen if more of Ureslak's remains were reunited? Base power: 52.0 - 72.8 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
This item will automatically be transmogrified when you leave the level. elemental voratun mace (47.5-66.5 power, 6 apr)elemental voratun mace (47.5-66.5 power, 6 apr) Requires: - Magic 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 47.5 - 66.5 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +9% acid / +17% fire / +17% lightning / +17% cold Blunt and deadly. |
voratun mace 'Starsaw' (44.5-62.3 power, 6 apr) voratun mace 'Starsaw' (44.5-62.3 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stats: 150% Mag, 40% Wil Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 35% chance to cause random gloom * 20% chance to disease On weapon crit: * splashes the target with acid Damage (Melee): +13 acid / +19 blight / +25 mind When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +15 Damage when hit (Melee): 16 light Changes stats: +6 Mag / +7 Wil / +7 Cun Changes resistances penetration: +5% blight / +15% physical / +5% arcane Disease immunity: +35% Mana when firing critical spell: +3.00 Light radius: +1 Blunt and deadly. |
Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage) Amethyst of Sanctuary (15-16.5 power, 26 apr, mind damage)Requires: - Willpower 28 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 15.0 - 16.5 Uses stats: 85% Wil, 50% Mag, 22% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Absorption Mental save: +25 (+4 eff.) Maximum psi: +20.00 Mindpower: +14 (+2 eff.) Mental crit. chance: +7% It can be used to activate talent Resonance Field (costing 14 power out of 25/25) : Effective talent level: 3.6 Power cost: 14 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (612 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 65% Wil, 50% Mag, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 34 power out of 60/60) : Effective talent level: 1.0 Power cost: 34 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 82 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Cloudpall the pulsing mindstar (14-15.4 power, 32 apr, mind damage) Cloudpall the pulsing mindstar (14-15.4 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This psionic mindstar has an epiphany about dreams. This mindstar will resonate with other psionic mindstars. Base power: 14.0 - 15.4 Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +4 fire Burst (radius 2) on crit: +4 lightning When wielded/worn: Effects on melee hit: * 15% chance to daze at end of turn Damage when hit (Melee): 20 lightning Changes stats: +4 Cun Changes resistances: +6% mind Changes resistances penetration: +5% mind Changes damage: +17% mind / +9% fire Critical mult.: +10.00% Psi when hit: +1.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +7% Damage Resonance (when hit): +13% 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. |
Core of the Forge (24-26.4 power, 40 apr, dreamforge damage) Core of the Forge (24-26.4 power, 40 apr, dreamforge damage)Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 100% Wil, 50% Mag, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+1 eff.) Physical power: +10 (+1 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+2 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 14 power out of 30/30) : Effective talent level: 3.6 Power cost: 14 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 87.46 mind damage, 102.81 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 8.12 mind and 9.55 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
Eyal's Will (22-24.2 power, 40 apr, nature damage) Eyal's Will (22-24.2 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 100% Wil, 50% Mag, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +10 Wil Changes resistances: +25% blight / +15% nature Changes resistances penetration: +20% nature / +10% acid Changes damage: +20% nature / +10% acid Talent mastery: +0.10 Wild-gift / Mindstar mastery Talent granted: +3 Ooze Spit Mindpower: +18 (+3 eff.) Mental crit. chance: +9% It can be used to activate talent Slime Wave (costing 17 power out of 30/30) : Effective talent level: 3.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 158.90 slime damage for 16 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage) Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 80% Wil, 70% Mag, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% fire / 18% lightning When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Changes resistances: +8% acid / +8% physical / +8% fire / +8% cold / +8% lightning Changes damage: +8% lightning / +8% physical / +8% fire / +8% cold / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +8 (+1 eff.) Mental crit. chance: +4% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Fire Breath (costing 17 power out of 30/30) : Effective talent level: 4.8 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 1274.55 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
Glimmervile (15.5-17.05 power, 40 apr, mind damage) Glimmervile (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar dreams of an epiphany. This honing mindstar will focus other psionic mindstars. Base power: 15.5 - 17.1 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 8 nature Changes stats: +2 Cun / +1 Wil Changes resistances: +17% mind / +5% physical Changes resistances penetration: +6% physical / +10% nature / +25% light Changes damage: +15% light / +8% physical Physical save: +6 (+0 eff.) Spell save: +5 (+0 eff.) Mental save: +15 (+2 eff.) Equilibrium when hit: +2.40 Maximum psi: +24.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
Oozing Heart (17-18.7 power, 25 apr, nature slow damage) Oozing Heart (17-18.7 power, 25 apr, nature slow damage)Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 90% Wil, 50% Mag, 20% Cun Damage type: Nature slow Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+1 eff.) Mindpower: +12 (+2 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 12 power out of 20/20) : Effective talent level: 2.0 Power cost: 12 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 348.66 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Psionic Fury (12-13.2 power, 25 apr, mind damage) Psionic Fury (12-13.2 power, 25 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 12.0 - 13.2 Uses stats: 80% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes resistances: +10% mind Changes damage: +15% mind / +5% physical Mindpower: +10 (+2 eff.) Mental crit. chance: +8% It can be used to release a wave of psionic power, dealing 442.51 mind damage (based on Willpower) to all within radius 5, costing 23 power out of 40/40. This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
Salyba the Lightstoker (16.5-18.15 power, 40 apr, mind damage) Salyba the Lightstoker (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This purifying mindstar will cleanse other mindstars. This mindstar absorbs psionic energy that needs to be projected. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 light Burst (radius 2) on crit: +12 light When wielded/worn: Effects on melee hit: * 30% chance to blind Effects when hit in melee: * 18 arcane resource burn Changes resistances: +16% lightning / +17% fire / +8% arcane / +10% cold Changes resistances penetration: +6% arcane / +15% mind Changes damage: +8% arcane Talent masteries: +0.20 Psionic / Voracity +0.20 Psionic / Absorption Mental save: +7 (+1 eff.) Maximum psi: +29.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Activating this item is instant. It can be used to activate talent Destroy Magic, placing all other charms into a 17 cooldown : Effective talent level: 5.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: The target has a 8% chance (stacking to a maximum of 70%) to fail to cast any spell. At level 2 magical effects may be disrupted, at level 3 magical sustains may be disrupted, and at level 5 magical constructs and undead may be stunned. 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. |
Sanderss dreams (16.5-18.15 power, 40 apr, mind damage) Sanderss dreams (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. This mindstar absorbs psionic energy that needs to be projected. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction * 35% chance to blind Changes resistances: +25% lightning / +6% temporal / +6% light / +25% fire / +25% cold Changes damage: +24% lightning / +25% fire / +23% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Absorption +0.20 Psionic / Voracity +0.20 Psionic / Projection Physical save: +9 (+0 eff.) Mental save: +6 (+1 eff.) Disease immunity: +5% Life regen: +2.00 Maximum life: +31.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +5% 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. |
Sanderss mind (15.5-17.05 power, 40 apr, nature damage) Sanderss mind (15.5-17.05 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 20% chance to corrode armour by 30% Burst (radius 2) on crit: +4 nature When wielded/worn: Effects on melee hit: * Slows global speed by 35% Damage when hit (Melee): 8 arcane Changes stats: +8 Cun Changes resistances: +9% fire Changes resistances penetration: +15% fire Changes damage: +6% arcane / +6% fire Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Critical mult.: +25.00% Hate per kill: +5.00 Psi per kill: +5.00 Mindpower: +22 (+3 eff.) Mental crit. chance: +5% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Sanderss mindworm (16.5-18.15 power, 40 apr, nature damage) Sanderss mindworm (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This harmonious mindstar will complement other natural mindstars. The natural wyrm seeks an element. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +12 mind / +16 physical When wielded/worn: Physical power: +2 (+0 eff.) Damage when hit (Melee): 9 lightning / 10 physical / 10 cold / 10 acid / 10 fire Changes resistances: +10% lightning / +10% physical / +4% cold / +10% blight / +13% fire / +10% nature / +10% acid Changes resistances penetration: +10% nature Changes damage: +20% nature Talent mastery: +0.20 Wild-gift / Harmony Critical mult.: +6.00% Mental save: +10 (+2 eff.) Disease immunity: +25% Equilibrium when hit: +2.50 Maximum stamina: +15.00 Maximum psi: +39.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% 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. |
Sungash (15.5-17.05 power, 40 apr, mind damage) Sungash (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar calls for a summoner. This natural mindstar summons a caller. Base power: 15.5 - 17.1 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 light When wielded/worn: Damage when hit (Melee): 12 temporal Changes stats: +16 Cun Changes resistances: +9% light / +6% temporal Changes resistances penetration: +10% acid / +10% fire / +10% cold / +10% physical Changes damage: +15% acid / +14% physical / +10% fire / +6% mind / +15% cold Critical mult.: +50.00% Mindpower: +19 (+3 eff.) Mental crit. chance: +11% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Thermal Focus (14-15.4 power, 32 apr, fire damage) Thermal Focus (14-15.4 power, 32 apr, fire damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 14.0 - 15.4 Uses stats: 85% Wil, 50% Mag, 25% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% cold When wielded/worn: Changes resistances: +20% fire / +20% cold Changes resistances penetration: +12% fire / +12% cold Changes damage: +20% fire / +20% cold Talent mastery: +0.20 Psionic / Thermal mastery Talent granted: +1 Psionic Maelstrom Spell save: +12 (+1 eff.) Psi each turn: +1.00 Mindpower: +16 (+2 eff.) Mental crit. chance: +8% Thermal energies are focussed in the core of this mindstar. |
living mindstar 'Aeraserin' (16.5-18.15 power, 40 apr, mind damage) living mindstar 'Aeraserin' (16.5-18.15 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This parasitic mindstar will draw strength from other psionic mindstars. Base power: 16.5 - 18.2 Uses stats: 90% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +16.0% Attack speed: 100% On weapon hit: * Slows global speed by 17% * 39% chance to corrode armour by 30% Damage Shield penetration (this weapon only): +10% Burst (radius 1) on hit: +16 acid When wielded/worn: Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +1 Con Changes resistances: +6% acid Changes damage: +6% acid Hate when firing a critical mind attack: +5.00 Maximum hate: +23.00 Mindpower: +22 (+3 eff.) Mental crit. chance: +5% Healing mod.: +28% Heals friendly targets nearby when you use a nature summon: +60 Life leech chance: +25% Life leech: +25% It can be used to divide the mindstar in two, putting all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Blazereign the drakeskin leather sling Blazereign the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 Burst (radius 2) on crit: +4 fire When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +15.0% Changes resistances: +5% arcane / +3% fire Changes resistances penetration: +15% mind / +19% physical Changes damage: +40% physical / +6% fire Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
Hare-Skin Sling Hare-Skin SlingRequires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 3 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Physical crit. chance: +5.0% Defense: +10 (+2 eff.) Changes stats: +10 Lck Talent mastery: +0.20 Cunning / Survival Movement speed: +20% Activating this item is instant. It can be used to activate talent Inertial Shot (costing 5 power out of 8/8) : Effective talent level: 3.0 Power cost: 5 out of 8/8. Range: melee/personal Travel Speed: instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
Smeartaint the drakeskin leather sling Smeartaint the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Base power: 0.0 - 0.0 Uses stats: 50% Mag, 40% Wil Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 On weapon hit: * Slows global speed by 52% * 20% chance to gain 10% of a turn (3/turn limit) Travel speed: +200% Damage (Ranged): +24 lightning / +20 cold Burst (radius 2) on crit: +2 lightning / +2 nature When wielded/worn: Armour: +15 Changes resistances penetration: +5% lightning / +14% cold / +5% nature Changes damage: +21% lightning / +15% temporal / +6% nature Slings are used to hurl stones or metal shots at your foes. |
Awakened Staff of Absorption (60-72 power, 60 apr, fire element) Awakened Staff of Absorption (60-72 power, 60 apr, fire element)Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff It must be held with both hands. Base power: 60.0 - 72.0 Uses stats: 180% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Accuracy: +30 Armour Penetration: +60 Attack speed: 100% When wielded/worn: Changes stats: +10 Mag / +10 Wil Changes resistances penetration: +30% lightning / +30% fire / +30% arcane / +30% cold Changes damage: +60% lightning / +60% fire / +60% arcane / +60% cold Talent granted: +1 Command Staff Maximum mana: +100.00 Maximum pos.energy: +50.00 Maximum neg.energy: +50.00 Spellpower: +48 (+8 eff.) Spell crit. chance: +15% Allows you to speak and read the old Sher'Tul language. It can be used to absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns, costing 111 power out of 200/200. Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
Blazewire (25-30 power, 5 apr, fire element) Blazewire (25-30 power, 5 apr, fire element)Requires: - Magic 35 Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +18 (+3 eff.) Effects on melee hit: * 22% chance to blind Changes stats: +5 Con Changes resistances: +6% darkness / +6% temporal Changes resistances penetration: +10% light Changes damage: +25% fire Talent granted: +1 Command Staff Disarm immunity: +5% Life regen: +0.60 Mana when firing critical spell: +1.00 Spellpower: +16 (+3 eff.) Spell crit. chance: +4% Light radius: +7 Healing mod.: +18% It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.4 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 321.19 light damage. Staves designed for wielders of magic, by the greats of the art. |
Crystal Shard (16-19.2 power, 4 apr, physical element) Crystal Shard (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stats: 180% Mag, 40% Wil Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+2 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 25 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Lost Staff of Archmage Tarelion (30-36 power, 4 apr, fire element) Lost Staff of Archmage Tarelion (30-36 power, 4 apr, fire element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 200% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+7 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
Relgifast (20-24 power, 4 apr, arcane element) Relgifast (20-24 power, 4 apr, arcane element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +12 physical When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Changes stats: +3 Str / +7 Mag / +7 Cun / +5 Con Changes resistances: +5% arcane Changes resistances penetration: +10% lightning / +10% cold / +10% arcane / +10% fire Changes damage: +20% lightning / +20% cold / +20% arcane / +20% fire Talent granted: +1 Command Staff Critical mult.: +22.00% Stamina each turn: +0.40 Vim when firing critical spell: +6.00 Maximum vim: +36.00 Maximum neg.energy: +34.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Rod of Sarrilon (30-36 power, 4 apr, temporal element) Rod of Sarrilon (30-36 power, 4 apr, temporal element)Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 200% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+7 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
Saluvea (30-36 power, 6 apr, physical element) Saluvea (30-36 power, 6 apr, physical element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% When wielded/worn: Armour penetration: +1 Physical crit. chance: +9.0% Armour: +15 Defense: +6 (+1 eff.) Damage (Melee): 32 arcane Changes stats: +2 Str Changes resistances: +15% physical Maximum wards: +2 physical Changes resistances penetration: +5% mind Changes damage: +33% physical Talents granted: +4 Ward +1 Command Staff Maximum mana: +89.00 Spellpower: +22 (+4 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
Sceptre of the Archlich (40-48 power, 12 apr, darkness element) Sceptre of the Archlich (40-48 power, 12 apr, darkness element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. It is part of a set of items. It desires to be surrounded by undeath. Base power: 40.0 - 48.0 Uses stats: 180% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 (+5 eff.) Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
dragonbone magestaff 'Bokeromidir' (30-36 power, 6 apr, lightning element) dragonbone magestaff 'Bokeromidir' (30-36 power, 6 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 130% Mag, 40% Wil Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 temporal When wielded/worn: Changes resistances penetration: +15% lightning Changes damage: +30% lightning / +3% blight Talent granted: +1 Command Staff Critical mult.: +15.00% Spell save: +3 (+0 eff.) Mana each turn: +0.40 Vim when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +33 (+5 eff.) Spell crit. chance: +19% Damage Shield penetration: +10% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 17 turns. Staves designed for wielders of magic, by the greats of the art. |
Legacy of the Naloren (84-117.6 power, 20 apr) Legacy of the Naloren (84-117.6 power, 20 apr)Requires: - Magic 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 84.0 - 117.6 Uses stats: 190% Mag, 40% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 (+1 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +10% acid / +15% cold / +20% nature Changes damage: +15% cold / +25% nature / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 (+2 eff.) Mental crit. chance: +12% Light radius: +2 It can be used to activate talent Implode (costing 23 power out of 60/60) : Effective talent level: 2.4 Power cost: 23 out of 60/60. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 6 turns and dealing 289.3 Physical damage each turn. The duration and damage will improve with your Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
Trident of the Tides (80-112 power, 20 apr) Trident of the Tides (80-112 power, 20 apr)Requires: - Magic 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stats: 190% Mag, 40% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+1 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+1 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 34 power out of 150/150) : Effective talent level: 3.6 Power cost: 34 out of 150/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 580.62. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Aerodhema the Kindleenvy (40.5-56.7 power, 6 apr) Aerodhema the Kindleenvy (40.5-56.7 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 111% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +20 fire When wielded/worn: Accuracy: +26 (+3 eff.) Defense: +15 (+3 eff.) Effects on melee hit: * 35% chance to blind Damage when hit (Melee): 8 blight Changes stats: +6 Dex / +1 Wil Changes resistances penetration: +13% fire Grants telepathy: Dragon Disarm immunity: +43% Infravision radius: +3 Global speed: +5% One-handed war axes. |
Blindknave (14-19.6 power, 3 apr) Blindknave (14-19.6 power, 3 apr)Requires: - Magic 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stats: 150% Mag, 40% Wil Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage (Melee): +11 acid / +8 temporal Burst (radius 1) on hit: +11 fire When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +2 Cun Changes resistances: +3% light Changes resistances penetration: +25% temporal One-handed war axes. |
Blood-Letter (33-46.2 power, 4.5 apr) Blood-Letter (33-46.2 power, 4.5 apr)Requires: - Magic 40 - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Emolle (39-54.6 power, 6 apr) Emolle (39-54.6 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stats: 150% Mag, 40% Wil Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 10 (cannot hit the initial target) Damage (Melee): +12 acid / +13 cold Burst (radius 1) on hit: +14 fire When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +12% temporal Changes damage: +3% acid One-handed war axes. |
Hanodir the Woejustice (41-57.4 power, 6 apr) Hanodir the Woejustice (41-57.4 power, 6 apr)Requires: - Magic 48 Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.0 - 57.4 Uses stats: 150% Mag, 40% Wil Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 25 arcane resource burn * 40% chance to inflict 15% damage reduction On weapon crit: * burns latent spell energy Damage (Melee): +12 lightning / +8 darkness Burst (radius 1) on hit: +4 lightning When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +5 Mag Changes resistances: +17% acid / +14% fire / +14% lightning / +17% cold Changes resistances penetration: +20% darkness Spell save: +15 (+1 eff.) Light radius: +3 One-handed war axes. |
Malediction (55-66 power, 15 apr) Malediction (55-66 power, 15 apr)Requires: - Magic 55 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 55.0 - 66.0 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 100% When this weapon hits: Curse of Death (10% chance level 3). When this weapon hits: Curse of Vulnerability (10% chance level 3). Lifesteal (this weapon only): +5% Burst (radius 1) on hit: +25 blight When wielded/worn: Changes damage: +20% blight Spellpower: +20 (+3 eff.) Talent on hit(spell): Curse of Impotence (10% chance level 3). Talent on hit(spell): Curse of Defenselessness (10% chance level 3). The land withers and crumbles wherever this cursed axe rests. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Magic 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stats: 150% Mag, 40% Wil Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Tarrilach (39.5-55.3 power, 6 apr) Tarrilach (39.5-55.3 power, 6 apr)Requires: - Magic 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Slows global speed by 16% * 20% chance to torment the target * leeches stamina from the target On weapon crit: * cripple the target Damage (Melee): +16 acid When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * Slows global speed by 39% Damage when hit (Melee): 20 nature slow Changes stats: +1 Str Changes resistances: +3% darkness Changes resistances penetration: +15% acid / +14% mind / +13% darkness Grants telepathy: Humanoid/Orc Spell save: +9 (+0 eff.) Light radius: +2 One-handed war axes. |
Xeryvena the voratun waraxe (39.5-55.3 power, 21 apr) Xeryvena the voratun waraxe (39.5-55.3 power, 21 apr)Requires: - Magic 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +21 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 40% chance to disease * 25% chance for lightning to arc to a second target * 25% chance to put talents on cooldown Damage Shield penetration (this weapon only): +60% Damage (Melee): +16 lightning When wielded/worn: Armour: +9 Changes resistances: +4% physical Mental save: +30 (+5 eff.) Cut immunity: +15% Pinning immunity: +5% One-handed war axes. |
voratun waraxe 'Blindblow' (41.5-58.1 power, 6 apr) voratun waraxe 'Blindblow' (41.5-58.1 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stats: 150% Mag, 40% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 17% chance to inflict 15% damage reduction * 33% chance to cause random gloom * 20% chance to curse the target Damage (Melee): +18 mind Burst (radius 1) on hit: +18 fire When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +6 Armour: +9 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Damage when hit (Melee): 4 darkness Changes stats: +3 Dex / +6 Wil / +9 Cun Changes resistances: +6% light Changes resistances penetration: +15% physical Pinning immunity: +5% One-handed war axes. |
Focus Whip (19-20.9 power, 7 apr) Focus Whip (19-20.9 power, 7 apr)Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 19.0 - 20.9 Uses stats: 50% Mag, 10% Cun, 60% Wil, 70% Dex Damage type: Mind Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Accuracy is based on willpower for this weapon. Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% When wielded/worn: Mindpower: +10 (+2 eff.) Mental crit. chance: +3% It can be used to strike all targets in a line (for 100%% weapon damage as mind) out to range 4, costing 6 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
Skeletal Claw (55-60.5 power, 8 apr) Skeletal Claw (55-60.5 power, 8 apr)Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Burst (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+2 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+1 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 12 power out of 20/20) : Effective talent level: 4.8 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 530.98 physical damage, and inflicting bleeding for another 265.49 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
Stormlash (17-18.7 power, 7 apr) Stormlash (17-18.7 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+1 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 82.74 to 248.22 lightning damage (based on Magic and Dexterity), costing 6 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Whip of Urh'Rok (55-60.5 power, 0 apr) Whip of Urh'Rok (55-60.5 power, 0 apr)Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Base power: 55.0 - 60.5 Uses stats: 40% Wil, 50% Mag, 100% Dex Damage type: Fire repulsion Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +0 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Nova (20% chance level 4). When this weapon hits: Blood Boil (15% chance level 3). When wielded/worn: Changes damage: +20% blight / +20% fire Grants telepathy: Demon/Minor Demon/Major Spellpower: +15 (+2 eff.) See invisible: +2 When carried: Changes damage: +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
Aerarethra the Dazzleterror Aerarethra the DazzleterrorInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +14 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Str / +6 Dex / +6 Cun / +6 Con Changes resistances: +12% temporal / +6% light / +6% darkness Changes resistances penetration: +5% darkness Changes damage: +3% temporal Physical save: +29 (+2 eff.) Life regen: +2.80 Mindpower: +12 (+2 eff.) Mental crit. chance: +15% Light radius: +2 Healing mod.: +29% Size category: +1 A belt that goes around your waist. |
Arobrelle the drakeskin leather belt Arobrelle the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Defense: +45 (+8 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +6 Dex / +7 Mag / +6 Wil / +6 Cun / +10 Lck Changes resistances penetration: +15% acid Changes damage: +12% blight Trap disarming bonus: +24 Stealth bonus: +42 Spell save: +39 (+2 eff.) Spellpower: +4 (+1 eff.) Spell crit. chance: +6% Infravision radius: +6 A belt that goes around your waist. |
Ce'Nerin Ce'NerinPowered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Fatigue: -4% Changes stats: +6 Mag / +3 Cun / +2 Con Changes resistances: +15% blight Changes damage: +3% mind Grants telepathy: Humanoid/Orc Mental save: +9 (+1 eff.) Mana each turn: +0.60 Maximum mana: +60.00 Spellpower: +11 (+2 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +7% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to create a temporary shield that absorbs 383 damage, putting all charms on cooldown for 17 turns. A belt that goes around your waist. |
Emblem of Evasion Emblem of EvasionCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+3 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 17 power out of 30/30) : Effective talent level: 4.8 Power cost: 17 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 43% chance to evade melee and ranged attacks and 100 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Girdle of Preservation Girdle of PreservationInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Con / +5 Wil Changes resistances: +15% lightning / +15% temporal / +15% light / +15% fire / +15% nature / +15% acid / +10% physical / +15% blight / +15% cold / +10% arcane / +15% darkness Physical save: +15 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +15 (+2 eff.) Confusion immunity: +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
Grinoyandil GrinoyandilPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +2 Mag Changes resistances: +6% temporal / +6% fire / +7% light / +8% darkness Changes damage: +9% mind Spell save: +5 (+0 eff.) Poison immunity: +5% Cut immunity: +15% Mana each turn: +0.22 Maximum mana: +25.00 Size category: +1 A belt that goes around your waist. |
Plaguerigor the drakeskin leather belt Plaguerigor the drakeskin leather beltPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 35% Damage when hit (Melee): 12 nature Changes stats: +6 Dex / +6 Cun / +10 Lck Changes resistances: +6% lightning / +14% fire / +15% cold Changes resistances penetration: +15% lightning Changes damage: +6% nature / +6% temporal Trap disarming bonus: +23 Stealth bonus: +13 Physical save: +15 (+1 eff.) Maximum life: +118.00 Maximum mana: +80.00 Maximum stamina: +65.00 Maximum hate: +20.00 Maximum psi: +38.00 Maximum vim: +29.00 Maximum pos.energy: +40.00 Maximum neg.energy: +40.00 Mindpower: +12 (+2 eff.) Infravision radius: +6 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Reduces paradox anomalies(equivalent to willpower): +17 A belt that goes around your waist. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+2 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Sanderss belt Sanderss beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +15.0% Physical power: +12 (+1 eff.) Changes stats: +12 Dex / +12 Cun / +9 Lck Changes resistances: +6% mind / +6% blight Trap disarming bonus: +30 Stealth bonus: +15 Spell save: +15 (+1 eff.) Mental save: +15 (+2 eff.) Teleport immunity: +10% Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +16 (+3 eff.) Mental crit. chance: +13% Infravision radius: +6 Size category: +1 A belt that goes around your waist. |
Sanderss sash Sanderss sashInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Physical power: +4 (+1 eff.) Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Changes stats: +6 Dex / +6 Cun / +11 Con Changes resistances: +6% blight / +2% physical / +12% acid Changes damage: +6% blight Physical save: +15 (+1 eff.) Mental save: +28 (+5 eff.) Stamina each turn: +0.60 Mindpower: +29 (+4 eff.) Mental crit. chance: +15% A belt that goes around your waist. |
drakeskin leather belt 'Emewen' drakeskin leather belt 'Emewen'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Armour: +15 Defense: +38 (+6 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 acid Changes stats: +6 Mag / +6 Wil Changes resistances: +3% acid Stealth bonus: +15 Physical save: +25 (+1 eff.) Spell save: +20 (+1 eff.) Life regen: +3.60 Mana each turn: +0.16 Maximum vim: +30.00 Spellpower: +8 (+1 eff.) Spell crit. chance: +7% Healing mod.: +30% A belt that goes around your waist. |
drakeskin leather belt 'Sepsisviper' drakeskin leather belt 'Sepsisviper'Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Effects on melee hit: * Slows global speed by 35% Damage when hit (Melee): 8 nature Changes resistances: +12% fire / +15% light / +15% darkness Changes resistances penetration: +10% nature Changes damage: +6% fire Reduced damage from: +37% Summoned Critical mult.: +13.00% Physical save: +15 (+1 eff.) Mindpower: +12 (+2 eff.) A belt that goes around your waist. |
drakeskin leather belt 'Unrodig' drakeskin leather belt 'Unrodig'Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Defense: +23 (+4 eff.) Damage when hit (Melee): 12 physical Changes stats: +2 Str / +2 Dex / +3 Mag / +6 Con Stealth bonus: +15 Life regen: +2.80 Stamina each turn: +0.40 Mana each turn: +0.60 Maximum mana: +52.00 Healing mod.: +30% A belt that goes around your waist. |
hardened leather belt 'Turain' hardened leather belt 'Turain'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to disease Changes stats: +4 Wil Changes resistances: +7% fire / +7% cold Changes damage: +3% blight Critical mult.: +5.00% Equilibrium when hit: +0.08 Mindpower: +8 (+1 eff.) A belt that goes around your waist. |
Artharand (18 def, 0 armour) Artharand (18 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+1 eff.) Defense: +18 (+3 eff.) Fatigue: -7% Damage when hit (Melee): 8 mind Changes stats: +6 Str / +6 Con Changes resistances: +20% blight / +9% temporal / +20% nature Physical save: +30 (+2 eff.) Life regen: +2.60 Maximum life: +110.00 Mindpower: +2 (+0 eff.) Healing mod.: +30% Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Coalfurnace the elven-silk cloak (17 def, 0 armour) Coalfurnace the elven-silk cloak (17 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +7 Defense: +17 (+3 eff.) Damage when hit (Melee): 8 arcane / 4 darkness Changes stats: +10 Dex / +6 Mag / +5 Wil / +10 Cun Changes resistances: +5% arcane / +9% darkness Changes resistances penetration: +15% darkness Changes damage: +3% darkness / +6% arcane Physical save: +15 (+1 eff.) Spell save: +15 (+1 eff.) Maximum mana: +63.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Earerasta the elven-silk cloak (3 def, 8 armour) Earerasta the elven-silk cloak (3 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Changes resistances: +12% temporal / +20% darkness / +15% blight / +13% cold / +18% nature Changes resistances penetration: +14% darkness Changes damage: +24% darkness Grants telepathy: Humanoid/Orc Stealth bonus: +11 Life regen: +2.20 Psi when hit: +0.04 Mental crit. chance: +4% Healing mod.: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frozen Shroud (12 def, 0 armour) Frozen Shroud (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage when hit (Melee): 60 ice Changes stats: +7 Mag Changes resistances: -15% fire / +25% cold / +8% all It can be used to release a radius 4 chilling blast, instantly dealing 667.76 cold damage and condensing the air into freezing vapors that deal 222.59 cold damage (based on Magic) each turn for 10 turns, costing 17 power out of 30/30. All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
Glelle the elven-silk cloak (3 def, 0 armour) Glelle the elven-silk cloak (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +20 (+2 eff.) Armour penetration: +18 Defense: +3 (+1 eff.) Changes stats: +15 Cun / +13 Dex Changes resistances: +12% acid / +3% temporal / +3% darkness / +15% blight / +6% arcane / +6% light Spell save: +9 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glowstreak (13 def, 0 armour) Glowstreak (13 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+2 eff.) Fatigue: -6% Changes stats: +1 Str / +1 Dex / +5 Mag / +4 Wil / +3 Cun Changes resistances: +22% light / +19% blight / +25% fire / +20% nature / +25% darkness Changes resistances penetration: +17% darkness Changes damage: +23% darkness / +12% light Stealth bonus: +38 Mental save: +13 (+2 eff.) Life regen: +3.00 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Guise of the Hated (14 def, 0 armour) Guise of the Hated (14 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+2 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 10 power out of 18/18) : Effective talent level: 4.8 Power cost: 10 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 108.67 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +39% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Sanderss angel (3 def, 23 armour) Sanderss angel (3 def, 23 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +15 (+2 eff.) Armour penetration: +13 Armour: +23 Defense: +3 (+1 eff.) Changes stats: +10 Mag / +12 Wil Changes resistances: +9% acid / +27% cold / +6% nature Changes resistances penetration: +10% nature Changes damage: +15% mind Critical mult.: +30.00% Stealth bonus: +15 Spell save: +15 (+1 eff.) Silence immunity: +15% Maximum mana: +65.00 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Smearbait the elven-silk cloak (18 def, 0 armour) Smearbait the elven-silk cloak (18 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +8 Defense: +18 (+3 eff.) Effects on melee hit: * Slows global speed by 35% Damage when hit (Melee): 23 blight Changes stats: +5 Dex / +6 Wil / +11 Cun Changes resistances: +6% nature / +6% temporal Changes resistances penetration: +10% blight Changes damage: +9% temporal Physical save: +13 (+1 eff.) Spell save: +14 (+1 eff.) Mental save: +13 (+2 eff.) Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Taintquake (26 def, 0 armour) Taintquake (26 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +26 (+4 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +4 Str / +4 Con Changes resistances: +19% acid / +2% physical / +9% blight / +18% fire / +19% cold / +19% lightning Changes damage: +6% nature Physical save: +35 (+2 eff.) Spell save: +3 (+0 eff.) Cut immunity: +15% Stun/Freeze immunity: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ureslak's Molted Scales (0 def, 0 armour) Ureslak's Molted Scales (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 It is part of a set of items. It would go well with another part of Ureslak. When wielded/worn: Changes resistances: +20% lightning / +20% darkness / +20% fire / +20% cold / +20% nature / -30% arcane Changes resistances cap: +10% lightning / +10% darkness / +10% fire / +10% cold / +10% nature / -30% arcane It can be used to energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.), costing 28 power out of 50/50. This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
Yvimira the elven-silk cloak (3 def, 30 armour) Yvimira the elven-silk cloak (3 def, 30 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +30 Defense: +3 (+1 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances: +20% blight / +30% cold / +22% darkness / +18% nature Changes resistances penetration: +15% darkness / +10% mind Changes damage: +25% darkness Stealth bonus: +24 Mental save: +9 (+1 eff.) Cut immunity: +10% Life regen: +3.00 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Brightblast' (18 def, 0 armour) elven-silk cloak 'Brightblast' (18 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +10 Defense: +18 (+3 eff.) Effects on melee hit: * 35% chance to blind Changes stats: +5 Dex / +4 Wil / +6 Cun Changes resistances: +10% acid / +2% physical / +10% fire / +10% cold / +10% lightning Critical mult.: +6.00% Physical save: +44 (+2 eff.) Mental save: +15 (+2 eff.) Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Noonrock' (13 def, 0 armour) elven-silk cloak 'Noonrock' (13 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +13 (+2 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +8 Mag / +8 Wil Changes resistances penetration: +20% light Changes damage: +3% light Grants telepathy: Dragon Physical save: +5 (+0 eff.) Spell save: +17 (+1 eff.) Maximum mana: +142.00 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. |
Black Robe (6 def, 0 armour) Black Robe (6 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+1 eff.) Blindness immunity: +50% Spellpower: +30 (+5 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
Crimson Robe (12 def, 0 armour) Crimson Robe (12 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+2 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.10 Psionic / Solipsism +0.20 Cursed / Slaughter Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+2 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+0 eff.) Mindpower: +8 (+1 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 216.71 to 270.89 physical damage (based on Willpower and Cunning) with knockback, costing 6 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Damage when hit (Melee): 15 arcane Changes stats: +4 Mag / +4 Wil / +4 Cun Changes resistances: +10% fire / +10% cold Changes damage: +12% all Spell save: +18 (+1 eff.) Mental save: +15 (+2 eff.) Blindness immunity: +40% Mana each turn: +1.00 Spellpower: +15 (+2 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 It is part of a set of items. Oddly it never produces a hat. When wielded/worn: Armour: +3 Defense: +9 (+2 eff.) Damage when hit (Melee): 10 temporal / 20 physical Changes stats: +3 Wil / +5 Mag Changes resistances: +10% physical / +10% temporal Changes resistances penetration: +20% physical / +20% temporal Changes damage: +20% physical / +20% temporal Spellpower: +23 (+4 eff.) It can be used to activate talent Temporal Reprieve (costing 28 power out of 50/50) : Effective talent level: 1.0 Power cost: 28 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Transport yourself to a safe place for 2 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +10 Mag / +8 Wil / +6 Cun Changes resistances: +20% lightning Changes resistances penetration: +15% lightning Changes damage: +25% lightning Spellpower: +20 (+3 eff.) Movement speed: +10% Slows Projectiles: +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
This item will automatically be transmogrified when you leave the level. psion's elven-silk robe of Linaniil (5 def, 0 armour)psion's elven-silk robe of Linaniil (5 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances penetration: +20% mind Changes damage: +20% mind Mana each turn: +0.38 Psi each turn: +1.00 Maximum mana: +97.00 Maximum psi: +40.00 Spellpower: +30 (+5 eff.) Spell crit. chance: +13% Mindpower: +10 (+2 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy elven-silk robe of protection (10 def, 5 armour)slimy elven-silk robe of protection (10 def, 5 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Effects when hit in melee: * Slows global speed by 8% * 9 arcane resource burn Physical save: +30 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aeredar the Galehash (0 def, 5 armour) Aeredar the Galehash (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 lightning Changes resistances: +30% darkness / +40% temporal Changes resistances penetration: +20% lightning / +20% temporal / +20% darkness Changes damage: +12% arcane Physical save: +15 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +13 (+2 eff.) Stamina each turn: +0.90 Maximum stamina: +38.00 Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +30% A pair of boots made of leather. |
Anadurim the pair of drakeskin leather boots (0 def, 24 armour) Anadurim the pair of drakeskin leather boots (0 def, 24 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +24 Fatigue: +5% Changes stats: +4 Str / +2 Mag / +12 Cun / +12 Con Changes resistances: +17% temporal Physical save: +73 (+4 eff.) Spell save: +15 (+1 eff.) Mental save: +63 (+10 eff.) Infravision radius: +3 A pair of boots made of leather. |
Arythra (0 def, 4 armour) Arythra (0 def, 4 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Damage when hit (Melee): 8 arcane Changes stats: +4 Cun / +3 Con Changes resistances: +8% fire / +8% cold Grants telepathy: Dragon Physical save: +19 (+1 eff.) Mental save: +50 (+8 eff.) Maximum hate: +2.00 Movement speed: +20% Heals friendly targets nearby when you use a nature summon: +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bregubers (0 def, 5 armour) Bregubers (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +4 Str / +10 Mag / +2 Wil / +4 Con Changes damage: +10% acid / +10% blight Spell save: +20 (+1 eff.) Disease immunity: +49% Mana each turn: +0.20 Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +4% It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 2.4 Power cost: 14 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Cinderfeet (3 def, 5 armour) Cinderfeet (3 def, 5 armour)Requires: - Dexterity 10 Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +5 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +4 Cun / +4 Mag Changes resistances: +20% cold Changes damage: +18% fire Light radius: +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 181 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Fogrigor the pair of drakeskin leather boots (0 def, 5 armour) Fogrigor the pair of drakeskin leather boots (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -5% Effects on melee hit: * 35% chance to inflict 15% damage reduction Changes stats: +6 Cun / +1 Con Changes resistances penetration: +15% blight Changes damage: +6% arcane / +3% blight Maximum encumbrance: +42 Physical save: +43 (+2 eff.) Spell save: +15 (+1 eff.) Mental save: +39 (+6 eff.) Silence immunity: +45% Confusion immunity: +47% Stun/Freeze immunity: +50% Vim when firing critical spell: +1.00 Maximum vim: +20.00 Damage Shield penetration: +30% A pair of boots made of leather. |
Gluda the Noonslice (0 def, 15 armour) Gluda the Noonslice (0 def, 15 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: -3% Changes stats: +3 Str / +13 Dex / +13 Cun / +9 Con / +13 Lck Changes resistances: +3% light Changes damage: +6% light Stealth bonus: +14 Physical save: +24 (+1 eff.) Mental save: +21 (+3 eff.) Infravision radius: +3 It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Goba the pair of drakeskin leather boots (10 def, 5 armour) Goba the pair of drakeskin leather boots (10 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str / +6 Con Changes resistances: +6% temporal Changes resistances penetration: +5% blight / +10% temporal Life regen: +5.50 See invisible: +9 Healing mod.: +29% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 2.4 Power cost: 14 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Grinurim the pair of drakeskin leather boots (0 def, 15 armour) Grinurim the pair of drakeskin leather boots (0 def, 15 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +15 Fatigue: +5% Damage when hit (Melee): 16 acid Changes stats: +7 Con / +6 Wil Changes resistances: +44% lightning / +29% temporal / +12% fire / +15% cold / +15% acid Changes resistances penetration: +10% physical Changes damage: +3% acid Physical save: +30 (+2 eff.) Stamina each turn: +0.20 Mindpower: +8 (+1 eff.) Healing mod.: +15% It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 2.4 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 153% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 63 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Lisyldath (2 def, 13 armour) Lisyldath (2 def, 13 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical power: +2 (+0 eff.) Armour: +13 Defense: +2 (+0 eff.) Ranged Defense: +5 (+1 eff.) Fatigue: +3% Changes resistances: +7% fire / +7% cold Critical mult.: +3.00% Infravision radius: +2 A pair of boots made of leather. |
Morbusblur the pair of voratun boots (0 def, 5 armour) Morbusblur the pair of voratun boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +6 Cun / +6 Con Changes resistances: +3% nature Changes resistances penetration: +10% nature Changes damage: +6% physical Critical mult.: +13.00% Physical save: +37 (+2 eff.) Spell save: +15 (+1 eff.) Mental save: +45 (+7 eff.) Life regen: +5.50 Stamina each turn: +1.70 Maximum stamina: +40.00 Healing mod.: +29% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Murkspawner the pair of voratun boots (9 def, 15 armour) Murkspawner the pair of voratun boots (9 def, 15 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +15 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +4% Changes stats: +10 Mag Changes resistances: +3% acid / +3% physical / +6% light / +6% darkness Changes resistances penetration: +15% physical Changes damage: +10% acid / +10% blight Spell save: +6 (+0 eff.) Blindness immunity: +10% Disease immunity: +50% Teleport immunity: +10% Spellpower: +16 (+3 eff.) Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nadragen the Deepsnigh (34 def, 13 armour) Nadragen the Deepsnigh (34 def, 13 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +3 Armour: +13 Defense: +34 (+6 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +1% Effects on melee hit: * 30% chance to inflict 15% damage reduction Physical save: +11 (+1 eff.) Spell save: +10 (+0 eff.) Mental save: +15 (+2 eff.) Life regen: +4.90 Infravision radius: +5 See invisible: +15 Healing mod.: +30% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 4.8 Power cost: 17 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 43% chance to evade melee and ranged attacks and 100 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Porugarin the pair of voratun boots (58 def, 5 armour) Porugarin the pair of voratun boots (58 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +58 (+10 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +4% Changes stats: +3 Mag / +6 Wil / +1 Cun Changes resistances: +4% physical Mental save: +3 (+0 eff.) Mana each turn: +0.30 Maximum life: +20.00 Maximum mana: +60.00 Spell crit. chance: +5% Mindpower: +6 (+1 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 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 42% chance to evade melee and ranged attacks and 60 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Radhyroddafang the Shockhash (9 def, 5 armour) Radhyroddafang the Shockhash (9 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +5% Effects on melee hit: * 30% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +4 Cun / +3 Dex Changes resistances: +12% lightning / +29% temporal / +30% darkness / +13% fire / +15% cold Changes resistances penetration: +20% darkness / +20% temporal Changes damage: +6% lightning Defense after a teleport: +35 Resist all after a teleport: +22% New effects duration reduction after a teleport: +35% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 154% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Sanderss sight (0 def, 24 armour) Sanderss sight (0 def, 24 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Physical crit. chance: +5.0% Armour: +24 Fatigue: +5% Changes stats: +4 Str / +4 Dex / +2 Wil / +4 Cun / +4 Con Changes resistances: +5% arcane Infravision radius: +9 It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 2.4 Power cost: 14 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Sanderss step (0 def, 5 armour) Sanderss step (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +10 Str / +4 Mag / +3 Wil / +10 Con Changes resistances: +2% physical / +6% light / +9% fire Changes damage: +10% physical Physical save: +28 (+1 eff.) Spell save: +28 (+1 eff.) Mental save: +29 (+5 eff.) Disarm immunity: +35% Confusion immunity: +15% Pinning immunity: +10% Size category: +1 It can be used to blink to a nearby random location (rad 14), putting all charms on cooldown for 14 turns. A pair of boots made of leather. |
Tempestoozer the pair of voratun boots (0 def, 5 armour) Tempestoozer the pair of voratun boots (0 def, 5 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -2% Changes stats: +6 Str / +12 Mag / +6 Wil / +9 Con Changes resistances: +9% mind Changes resistances penetration: +9% physical Changes damage: +10% acid / +6% lightning / +12% mind / +10% blight Disease immunity: +50% Stamina each turn: +1.30 Maximum stamina: +37.00 Spellpower: +10 (+2 eff.) Mindpower: +7 (+1 eff.) It can be used to activate talent Rush, placing all other charms into a 14 cooldown : Effective talent level: 2.4 Power cost: 14 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Toradudor (6 def, 15 armour) Toradudor (6 def, 15 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +6 (+1 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +5% Changes stats: +6 Con / +6 Wil Changes resistances penetration: +10% physical Critical mult.: +25.00% Physical save: +15 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +13 (+2 eff.) Silence immunity: +46% Confusion immunity: +44% Stun/Freeze immunity: +43% Maximum life: +20.00 Maximum stamina: +15.00 Mindpower: +13 (+2 eff.) Infravision radius: +2 It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 3.6 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 52% (at 0 Hate) to 172% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 73 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Toxinblight (5 def, 11 armour) Toxinblight (5 def, 11 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+1 eff.) Ranged Defense: +7 (+2 eff.) Fatigue: -4% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 acid Changes resistances: +18% nature Changes resistances penetration: +5% acid Changes damage: +3% nature Stamina each turn: +0.60 Maximum life: +41.00 Infravision radius: +3 Movement speed: +10% A pair of boots made of leather. |
Unbreakable Greaves (8 def, 20 armour) Unbreakable Greaves (8 def, 20 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+1 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
This item will automatically be transmogrified when you leave the level. grounding pair of voratun boots of uncanny dodging (10 def, 5 armour)grounding pair of voratun boots of uncanny dodging (10 def, 5 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +4% Changes resistances: +13% lightning / +15% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots 'Cinderglory' (0 def, 5 armour) pair of drakeskin leather boots 'Cinderglory' (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 fire Changes stats: +7 Dex / +6 Mag / +6 Wil / +15 Lck Changes resistances penetration: +15% acid Grants telepathy: Dragon Stealth bonus: +14 Physical save: +15 (+1 eff.) Spell save: +15 (+1 eff.) Mental save: +15 (+2 eff.) Mana each turn: +0.60 Equilibrium when hit: +0.20 Psi when hit: +0.12 Maximum mana: +52.00 Maximum hate: +6.00 Spell crit. chance: +5% Movement speed: +20% A pair of boots made of leather. |
pair of drakeskin leather boots 'Cyrebeth' (24 def, 5 armour) pair of drakeskin leather boots 'Cyrebeth' (24 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +24 (+4 eff.) Fatigue: +5% Effects on melee hit: * 10% chance to disease Changes stats: +7 Cun / +6 Con Changes resistances: +30% temporal / +30% darkness / +5% arcane Changes resistances penetration: +20% blight / +20% temporal / +20% darkness Changes damage: +18% mind Critical mult.: +10.00% Physical save: +37 (+2 eff.) Spell save: +15 (+1 eff.) Mental save: +48 (+8 eff.) Defense after a teleport: +30 Resist all after a teleport: +20% New effects duration reduction after a teleport: +28% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 17 cooldown : Effective talent level: 4.8 Power cost: 17 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 43% chance to evade melee and ranged attacks and 100 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of drakeskin leather boots 'Glorussra' (8 def, 5 armour) pair of drakeskin leather boots 'Glorussra' (8 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +8 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: -3% Changes stats: +5 Con / +6 Wil Changes resistances penetration: +10% physical Physical save: +15 (+1 eff.) Spell save: +14 (+1 eff.) Mental save: +15 (+2 eff.) Life regen: +1.00 Stamina each turn: +0.80 Maximum life: +50.00 Spellpower: +6 (+1 eff.) Mindpower: +6 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 14 cooldown : Effective talent level: 1.2 Power cost: 14 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 39% (at 0 Hate) to 129% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 48 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of drakeskin leather boots 'Sunlash' (0 def, 5 armour) pair of drakeskin leather boots 'Sunlash' (0 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +13 Physical crit. chance: +6.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: -2% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +8 Dex / +6 Cun / +6 Con / +14 Lck Changes resistances: +6% acid Changes resistances penetration: +10% acid / +10% fire Changes damage: +9% acid / +6% fire / +6% temporal Stealth bonus: +15 Physical save: +25 (+1 eff.) Mental save: +23 (+4 eff.) Stamina each turn: +0.90 Maximum life: +51.00 Movement speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
pair of voratun boots 'Chalobers' (0 def, 5 armour) pair of voratun boots 'Chalobers' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Fatigue: +0% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Str / +2 Cun / +4 Con Changes resistances penetration: +15% physical Changes damage: +3% acid Physical save: +42 (+2 eff.) Spell save: +42 (+2 eff.) Mental save: +43 (+7 eff.) Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Lavarage' (0 def, 24 armour) pair of voratun boots 'Lavarage' (0 def, 24 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +24 Fatigue: +4% Damage when hit (Melee): 8 blight Changes stats: +9 Mag Changes resistances: +13% acid / +12% fire / +15% lightning / +15% cold Changes resistances penetration: +5% fire Changes damage: +6% arcane Spell save: +27 (+1 eff.) Stamina each turn: +1.10 Maximum stamina: +40.00 Lowers spell cool-downs by: 10% Infravision radius: +3 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. scholar's pair of voratun boots of uncanny dodging (10 def, 5 armour)scholar's pair of voratun boots of uncanny dodging (10 def, 5 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +10 (+2 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +4% Spellpower: +6 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ashwrack (0 def, 13 armour) Ashwrack (0 def, 13 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour penetration: +15 Armour: +13 Fatigue: -8% Damage (Melee): 15 lightning / 15 physical / 12 fire Changes stats: +2 Str / +9 Dex / +5 Mag / +9 Cun / +1 Con Changes resistances: +10% lightning / +27% fire Changes damage: +11% lightning / +11% physical / +11% fire When used to modify unarmed attacks: Base power: 24.5 - 27.0 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Fire Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Lightning Breath (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). Burst (radius 1) on hit: +14 physical / +4 nature / +4 fire Burst (radius 2) on crit: +15 lightning / +14 physical / +15 fire It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.6 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 168% damage with a 27% 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. |
Bleakraven (0 def, 3 armour) Bleakraven (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +53 (+7 eff.) Armour penetration: +2 Armour: +3 Damage (Melee): 13 arcane Changes stats: +6 Dex / +10 Mag / +8 Wil / +10 Cun Changes resistances: +4% physical / +29% darkness / +10% arcane Changes damage: +18% darkness Infravision radius: +8 When used to modify unarmed attacks: Base power: 26.5 - 29.2 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +35 Armour Penetration: +5 Crit. chance: +42.0% Attack speed: 167% When this weapon hits: Manathrust (10% chance level 3). When this weapon crits: Dominate (20% chance level 5). Damage (Melee): +8 fire / +58 darkness / +19 arcane It can be used to activate talent Track, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 50 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Greater Weapon Focus (10% chance level 1). When this weapon hits: Displacement Shield (10% chance level 1). Damage (Melee): +20 arcane Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Fist of the Destroyer (8 def, 0 armour) Fist of the Destroyer (8 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. Only the masochistic can unlock its full power. When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +9 Str / +9 Mag / +3 Cun Talent masteries: +0.20 Corruption / Shadowflame +0.20 Corruption / Vim Stun/Freeze immunity: +20% Maximum vim: +25.00 When used to modify unarmed attacks: Base power: 36.0 - 50.4 Uses stats: 70% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 167% When this weapon hits: Blood Grasp (10% chance level 3). When this weapon hits: Soul Rot (12% chance level 3). When this weapon hits: Drain (8% chance level 2). Increases all damage by 4% of current vim Current Bonus: 395% It can be used to activate talent Darkfire (costing 7 power out of 12/12) : Effective talent level: 6.0 Power cost: 7 out of 12/12. Range: 6 Travel Speed: 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 264.84 fire damage and 204.71 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+1 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+1 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 133% When this weapon hits: Poisonous Bite (20% chance level 3). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Implode (5% chance level 1). It can be used to activate talent Mindhook (costing 9 power out of 24/24) : Effective talent level: 4.8 Power cost: 9 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 167% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 5 power out of 24/24) : Effective talent level: 3.0 Power cost: 5 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 229.45 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Foghack the drakeskin leather gloves (0 def, 3 armour) Foghack the drakeskin leather gloves (0 def, 3 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+1 eff.) Armour penetration: +15 Armour: +3 Fatigue: -8% Damage (Melee): 16 light Damage when hit (Melee): 4 darkness Changes stats: +2 Str / +9 Dex / +6 Mag / +9 Cun / +6 Con Changes resistances: +15% light / +6% darkness Changes damage: +11% arcane / +10% light Reduces incoming crit damage: 15.00% Physical save: +27 (+1 eff.) Spell save: +9 (+0 eff.) Mental save: +8 (+1 eff.) Disarm immunity: +50% Light radius: +3 When used to modify unarmed attacks: Base power: 27.5 - 30.3 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +9 Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Perfect Strike (15% chance level 5). On weapon hit: * 15% chance to blind Damage (Melee): +29 physical / +19 arcane Burst (radius 2) on crit: +9 arcane / +8 mind It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.6 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 168% damage with a 27% 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. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)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% When used to modify unarmed attacks: Base power: 19.0 - 20.9 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Crit. chance: +7.0% Attack speed: 167% When this weapon hits: Clinch (20% chance level 3). When this weapon hits: Maim (10% chance level 3). When this weapon hits: Take Down (10% chance level 3). 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. |
Prismburst the voratun gauntlets (0 def, 8 armour) Prismburst the voratun gauntlets (0 def, 8 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +12 Armour: +8 Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 8 acid Changes stats: +5 Cun / +5 Dex Changes damage: +12% light Mental save: +11 (+2 eff.) Mana each turn: +0.29 Maximum life: +65.00 Spellpower: +16 (+3 eff.) Spell crit. chance: +7% When used to modify unarmed attacks: Base power: 37.5 - 52.5 Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +12 Armour Penetration: +24 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +13 arcane Burst (radius 2) on crit: +4 temporal It can be used to activate talent Steady Shot, placing all other charms into a 12 cooldown : Effective talent level: 3.6 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 168% damage with a 27% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Shadestinger (0 def, 13 armour) Shadestinger (0 def, 13 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +13 Effects on melee hit: * 35% chance to inflict 15% damage reduction Damage (Melee): 14 physical Changes stats: +5 Str / +5 Wil / +5 Con Changes resistances: +6% acid Changes resistances penetration: +10% acid / +10% darkness Changes damage: +12% acid / +11% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +45% Life regen: +11.20 Stamina each turn: +2.60 Psi each turn: +0.77 When used to modify unarmed attacks: Base power: 29.5 - 41.3 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Sand Breath (10% chance level 5). When this weapon hits: Second Wind (20% chance level 2). Damage (Melee): +4 darkness Burst (radius 1) on hit: +15 physical Burst (radius 2) on crit: +8 darkness / +15 physical Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+0 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 167% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Spell save: +4 (+0 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +1% When used to modify unarmed attacks: Base power: 13.0 - 18.2 Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 125% When this weapon hits: Destroy Magic (100% chance level 1). Damage (Melee): +10 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 50% Mag, 30% Cun, 40% Wil, 60% Mag, 30% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 125% When this weapon hits: Corrosive Mist (10% chance level 1). When this weapon hits: Earthen Missiles (20% chance level 3). Damage (Melee): +10 acid Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% When used to modify unarmed attacks: Base power: 23.0 - 32.2 Uses stats: 50% Mag, 40% Mag, 40% Wil, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 125% When this weapon hits: Chain Lightning (20% chance level 3). When this weapon hits: Nova (15% chance level 2). Damage (Melee): +20 lightning It can be used to activate talent Chain Lightning (costing 9 power out of 16/16) : Effective talent level: 3.6 Power cost: 9 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 161.10 to 483.30 damage and forking to another target. It can hit up to 7 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Sunbright (0 def, 3 armour) Sunbright (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage when hit (Melee): 8 lightning / 12 light Changes stats: +5 Str / +5 Mag / +5 Wil / +7 Con Changes resistances penetration: +10% light Changes damage: +10% arcane / +6% lightning Talent mastery: +0.20 Technique / Grappling Physical save: +30 (+2 eff.) Spell save: +10 (+0 eff.) Mental save: +6 (+1 eff.) Disarm immunity: +94% Life regen: +3.10 Stamina each turn: +1.90 Maximum stamina: +40.00 When used to modify unarmed attacks: Base power: 27.0 - 29.7 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Disarm (10% chance level 5). When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +8 light / +27 physical / +19 arcane / +8 fire Burst (radius 1) on hit: +8 lightning Burst (radius 2) on crit: +15 arcane Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 17 cooldown : Effective talent level: 4.8 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 34% and provides a 19% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zuberema the Glimmermistress (0 def, 3 armour) Zuberema the Glimmermistress (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +18 (+2 eff.) Armour penetration: +10 Physical power: +20 (+2 eff.) Armour: +3 Effects on melee hit: * 15% chance to blind Damage (Melee): 19 arcane Damage when hit (Melee): 12 mind Changes stats: +5 Str / +9 Dex / +9 Mag / +9 Wil / +9 Cun Changes resistances: +10% arcane / +6% light Changes damage: +6% light Physical save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Disarm immunity: +50% Mental crit. chance: +3% When used to modify unarmed attacks: Base power: 36.0 - 39.6 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +21 Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Manathrust (10% chance level 3). Damage (Melee): +8 mind / +16 light / +19 arcane It can be used to activate talent Disperse Magic, placing all other charms into a 12 cooldown : Effective talent level: 3.6 Power cost: 12 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. cinder voratun gauntlets of sorrow (0 def, 3 armour)cinder voratun gauntlets of sorrow (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 15 fire / 40 darkness / 38 mind Changes resistances: +10% fire Changes damage: +9% fire Mental save: -5 (-1 eff.) Mindpower: +8 (+1 eff.) When used to modify unarmed attacks: Base power: 31.5 - 44.1 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 125% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Fire Breath (10% chance level 5). Burst (radius 2) on crit: +15 fire It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves 'Anekalthokor' (0 def, 20 armour) drakeskin leather gloves 'Anekalthokor' (0 def, 20 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +20 Armour Hardiness: +15% Changes stats: +3 Wil / +14 Con Changes resistances: +24% acid / +12% physical / +6% nature Physical save: +16 (+1 eff.) Mental save: +8 (+1 eff.) Poison immunity: +10% Disarm immunity: +50% Life regen: +4.00 Stamina each turn: +2.00 Mana each turn: +0.40 Maximum stamina: +32.00 Spellpower: +15 (+2 eff.) Spell crit. chance: +8% When used to modify unarmed attacks: Base power: 28.0 - 30.8 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +11 Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Slumber (10% chance level 5). When this weapon hits: Perfect Control (10% chance level 5). When this weapon hits: Stone Touch (5% chance level 5). When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +18 arcane Burst (radius 1) on hit: +4 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Yvibrekira' (0 def, 3 armour) drakeskin leather gloves 'Yvibrekira' (0 def, 3 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Effects on melee hit: * 25% chance to cause random gloom Damage (Melee): 40 mind / 15 cold / 15 nature / 30 darkness Damage when hit (Melee): 4 mind Changes stats: +6 Con Changes resistances: +9% cold / +9% nature / +5% arcane Changes damage: +11% cold / +9% nature / +9% arcane Physical save: +29 (+2 eff.) Spell save: +10 (+0 eff.) Mental save: +5 (+1 eff.) Disarm immunity: +50% Mindpower: +10 (+2 eff.) When used to modify unarmed attacks: Base power: 24.0 - 26.4 Uses stats: 50% Mag, 40% Cun, 40% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 167% When this weapon hits: Reproach (10% chance level 5). When this weapon hits: Poison Breath (10% chance level 5). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Ice Breath (10% chance level 5). Damage (Melee): +29 physical Burst (radius 1) on hit: +12 mind Burst (radius 2) on crit: +15 ice / +12 nature / +8 arcane It can be used to activate talent Ruined Earth, placing all other charms into a 12 cooldown : Effective talent level: 3.0 Power cost: 12 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aerugas the voratun helm (0 def, 5 armour) Aerugas the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +15 Str / +6 Con Changes resistances: +15% acid / +13% cold / +15% fire / +9% mind / +15% lightning Reduces incoming crit damage: 10.00% Physical save: +58 (+3 eff.) Mental save: +13 (+2 eff.) Pinning immunity: +10% Stamina when hit: +2.40 Equilibrium when hit: +2.40 It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.4 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 17 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Aletta's Diadem (0 def, 0 armour) Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+2 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 5 power out of 10/10) : Effective talent level: 3.6 Power cost: 5 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 354.28 mind damage and cripples the target's higher mental functions, reducing cunning by 31 and confusing (40% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Balancefame the drakeskin leather cap (12 def, 5 armour) Balancefame the drakeskin leather cap (12 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +11 (+1 eff.) Armour penetration: +8 Armour: +5 Defense: +12 (+2 eff.) Fatigue: +5% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 19% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 16 nature Changes stats: +15 Cun / +15 Dex Changes resistances: +25% cold / +3% nature / +9% temporal Changes damage: +6% temporal Allows you to breathe in: water Reduces incoming crit damage: 10.00% A cap made of leather. |
Brighttooth (3 def, 0 armour) Brighttooth (3 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 blight Changes stats: +9 Cun Changes resistances: +20% physical / +20% darkness / +3% light Changes resistances penetration: +20% blight / +10% arcane Changes damage: +3% blight / +20% physical / +19% darkness / +6% arcane Mental save: +14 (+2 eff.) Mana each turn: +0.39 Spellpower on spell critical (stacks up to 3 times): +6 Maximum hate: +13.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +9 (+1 eff.) Mental crit. chance: +5% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 12 power out of 30/30) : Effective talent level: 1.0 Power cost: 12 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 141.52 to 424.57 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Corrupted Gaze (4 def, 8 armour) Corrupted Gaze (4 def, 8 armour)Requires: - Magic 16 - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Accuracy: +10 (+1 eff.) Armour: +8 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +10% blight Changes resistances penetration: +10% blight Changes damage: +20% blight Talent mastery: +0.10 Corruption / Vim Disease immunity: +40% See stealth: +12 See invisible: +12 It can be used to activate talent Vimsense (costing 14 power out of 32/32) : Effective talent level: 3.6 Power cost: 14 out of 32/32. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 50%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
Crown of the Elements (0 def, 5 armour) Crown of the Elements (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage (Melee): 10 acid / 10 fire / 10 lightning / 10 cold Changes stats: +5 Con / +3 Wil Changes resistances: +15% acid / +15% fire / +15% cold / +15% lightning Changes damage: +8% acid / +8% fire / +8% cold / +8% lightning See invisible: +15 This jeweled crown shimmers with colors. |
Decayed Visage (0 def, 0 armour) Decayed Visage (0 def, 0 armour)Requires: - Magic 25 - Willpower 20 Powered by arcane forces Infused by nature 1.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 10 vim draining blight Changes stats: +5 Wil / +5 Mag Changes resistances: +5% acid / +8% lightning / +8% cold / +6% nature / +8% fire Changes resistances penetration: +20% darkness Changes damage: +9% blight / +8% arcane / +6% nature Maximum vim: +25.00 Spell crit. chance: +3% It can be used to activate talent Vimsense (costing 14 power out of 45/45) : Effective talent level: 2.4 Power cost: 14 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 41%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 1) Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. When wielded/worn: Armour: +9 Defense: +5 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / -4 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect It can be used to activate talent Bellowing Roar (costing 25 power out of 45/45) : Effective talent level: 3.6 Power cost: 25 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 433.99 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
Emelinor the voratun helm (0 def, 11 armour) Emelinor the voratun helm (0 def, 11 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +11 Fatigue: +5% Changes stats: +6 Str / +10 Dex / +6 Con Changes resistances: +12% blight / +15% darkness / +6% mind Changes resistances penetration: +15% arcane / +10% mind Changes damage: +9% mind Physical save: +14 (+1 eff.) Spell save: +24 (+1 eff.) Mental save: +30 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +3% Infravision radius: +4 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 17 cooldown : Effective talent level: 4.8 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Erelomadur the Corpsepiercer (9 def, 5 armour) Erelomadur the Corpsepiercer (9 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +8 Armour: +5 Defense: +9 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 18% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 20 nature / 9 physical Changes stats: +5 Str / +4 Dex / +3 Wil / +13 Cun Changes resistances: +9% nature / +6% light Maximum mana: +20.00 Spell crit. chance: +2% Light radius: +1 Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.6 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 6621.1 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+1 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+2 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 20 power out of 35/35) : Effective talent level: 2.4 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Gunondil the voratun helm (0 def, 5 armour) Gunondil the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Str / +10 Dex Changes resistances: +13% acid / +15% lightning / +5% arcane / +23% fire / +15% cold / +10% nature / +22% mind Changes resistances penetration: +20% mind Critical mult.: +9.00% Physical save: +6 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +28 (+5 eff.) Confusion immunity: +50% Maximum life: +110.00 Healing mod.: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Lelyharagas the Bleakoracle (8 def, 11 armour) Lelyharagas the Bleakoracle (8 def, 11 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +10 (+1 eff.) Armour: +11 Defense: +8 (+1 eff.) Fatigue: +5% Changes stats: +5 Str / +4 Dex / +6 Wil / +2 Cun Changes resistances: +7% physical / +3% light / +6% fire / +3% darkness / +7% all Physical save: +20 (+1 eff.) Knockback immunity: +5% Only die when reaching: -60.00 life Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lisilrawyn (0 def, 5 armour) Lisilrawyn (0 def, 5 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Mag / +12 Wil / +5 Cun / +10 Con Changes resistances: +17% temporal / +14% fire / +3% mind / +14% cold Changes resistances penetration: +20% temporal Changes damage: +18% blight / +18% arcane Spell crit. chance: +5% Mindpower: +5 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. |
Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +2 (+0 eff.) Damage (Melee): 30 % chance of gloom effects Changes resistances: +20% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 (-2 eff.) Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 (+2 eff.) Mindpower: +15 (+2 eff.) Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Omniscience (7 def, 0 armour) Omniscience (7 def, 0 armour)Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+1 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+4 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+3 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 17 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
Polyma (12 def, 5 armour) Polyma (12 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Physical power: +6 (+1 eff.) Armour: +5 Defense: +12 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Str / +7 Cun / +15 Con Changes resistances: +20% light / +20% darkness Changes damage: +9% mind Cut immunity: +5% Maximum hate: +8.00 Maximum psi: +10.00 Defense after a teleport: +17 Resist all after a teleport: +17% New effects duration reduction after a teleport: +17% A cap made of leather. |
Sanderss brains over brawl (0 def, 8 armour) Sanderss brains over brawl (0 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +8 Fatigue: -3% Changes stats: +25 Str / +7 Wil Changes resistances: +13% acid / +11% physical / +15% cold / +14% fire / +5% arcane / +15% lightning Physical save: +15 (+1 eff.) Mental save: +6 (+1 eff.) Blindness immunity: +10% Disarm immunity: +5% Knockback immunity: +10% Teleport immunity: +5% See invisible: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sanderss mind (0 def, 5 armour) Sanderss mind (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +5 Fatigue: +5% Changes stats: +7 Str / +10 Dex / +9 Wil / +2 Cun Changes resistances: +6% lightning / +15% physical / +20% light / +38% darkness Physical save: +15 (+1 eff.) Mental save: +35 (+6 eff.) Stamina when hit: +3.00 Equilibrium when hit: +3.00 Hate when firing a critical mind attack: +3.00 Maximum psi: +20.00 Infravision radius: +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Scumbraze the voratun helm (0 def, 5 armour) Scumbraze the voratun helm (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +5 Fatigue: +5% Damage when hit (Melee): 12 nature / 8 blight Changes stats: +17 Lck / +9 Wil Changes resistances: +13% lightning / +15% temporal / +6% nature / +21% blight Changes resistances penetration: +29% nature Changes damage: +6% blight Physical save: +25 (+1 eff.) Mental save: +15 (+2 eff.) Spell crit. chance: +8% Mental crit. chance: +6% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yaldan Baoth (0 def, 6 armour) Yaldan Baoth (0 def, 6 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +10 Wil / +7 Con Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
drakeskin leather cap 'Cuthybers' (8 def, 32 armour) drakeskin leather cap 'Cuthybers' (8 def, 32 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +32 Defense: +8 (+1 eff.) Fatigue: +5% Changes stats: +10 Dex Changes resistances: +5% arcane / +7% all Physical save: +23 (+1 eff.) Disarm immunity: +5% Maximum mana: +40.00 Maximum vim: +30.00 Infravision radius: +8 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. mindcaging drakeskin leather cap (0 def, 5 armour)mindcaging drakeskin leather cap (0 def, 5 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +21% mind Mental save: +30 (+5 eff.) Confusion immunity: +50% A cap made of leather. |
This item will automatically be transmogrified when you leave the level. psion's elven-silk wizard hat (3 def, 0 armour)psion's elven-silk wizard hat (3 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes resistances: +17% mind Changes damage: +20% mind Physical save: +15 (+1 eff.) Mental save: +20 (+3 eff.) Maximum psi: +40.00 Mindpower: +9 (+1 eff.) Mental crit. chance: +4% A pointy cloth hat, very wizardly... |
voratun helm 'Barigorath' (12 def, 5 armour) voratun helm 'Barigorath' (12 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour: +5 Defense: +12 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 10 physical Changes stats: +14 Str / +10 Dex / +9 Cun Changes resistances: +23% blight / +9% temporal Changes damage: +6% arcane Skullcracker multiplicator: +3 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.6 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 6621.1 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Bethutta' (9 def, 5 armour) voratun helm 'Bethutta' (9 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +12 (+1 eff.) Armour: +5 Defense: +9 (+2 eff.) Fatigue: +5% Effects when hit in melee: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Cun / +7 Con Changes resistances: +14% nature / +6% light Reduces incoming crit damage: 10.00% Physical save: +9 (+0 eff.) Spell save: +10 (+0 eff.) Cut immunity: +20% Silence immunity: +15% Knockback immunity: +10% Stamina when hit: +2.40 Equilibrium when hit: +3.00 Maximum life: +110.00 Maximum mana: +80.00 Healing mod.: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Broduthad' (0 def, 23 armour) voratun helm 'Broduthad' (0 def, 23 armour)Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Accuracy: +6 (+0 eff.) Armour: +23 Fatigue: +5% Damage when hit (Melee): 8 physical Changes stats: +16 Str / +5 Wil / +5 Cun / +5 Con Changes resistances: +3% blight / +6% lightning Physical save: +15 (+1 eff.) Spell save: +20 (+1 eff.) Mental save: +15 (+2 eff.) Disease immunity: +5% Mindpower: +6 (+1 eff.) Infravision radius: +4 It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 2.4 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 17 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Jetsaw' (0 def, 5 armour) voratun helm 'Jetsaw' (0 def, 5 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +5 Fatigue: +5% Damage when hit (Melee): 4 acid / 10 physical / 8 light Changes stats: +5 Str / +5 Dex / +5 Cun Changes resistances: +3% acid / +15% nature / +6% light / +25% mind Changes resistances penetration: +25% acid / +15% darkness Changes damage: +12% darkness Spell save: +10 (+0 eff.) Mental save: +30 (+5 eff.) Confusion immunity: +45% Maximum life: +105.00 Healing mod.: +30% Skullcracker multiplicator: +2 It can be used to activate talent Skullcracker, placing all other charms into a 12 cooldown : Effective talent level: 3.6 Power cost: 12 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 6621.1 Physical damage. If the attack hits, the target is confused (48% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Korydunayon' (0 def, 9 armour) voratun helm 'Korydunayon' (0 def, 9 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+1 eff.) Armour: +9 Fatigue: +5% Changes stats: +7 Str / +2 Mag / +7 Wil Changes resistances: +15% acid / +15% physical / +15% fire / +15% cold / +11% lightning Changes resistances penetration: +25% mind Physical save: +37 (+2 eff.) Maximum vim: +50.00 Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Infravision radius: +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chromatic Harness (10 def, 14 armour) Chromatic Harness (10 def, 14 armour)Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% acid / +20% fire Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Sanderss Chainnail (20 def, 20 armour) Sanderss Chainnail (20 def, 20 armour)Requires: - Strength 48 - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +20 Defense: +20 (+3 eff.) Fatigue: +12% Changes stats: +7 Str / +5 Dex / +7 Cun / +7 Con Changes resistances: +26% acid / +25% temporal / +5% arcane Mental save: +23 (+4 eff.) Maximum life: +100.00 See invisible: +12 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. impenetrable voratun mail armour of delving (5 def, 26 armour)impenetrable voratun mail armour of delving (5 def, 26 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +26 Defense: +5 (+1 eff.) Fatigue: +16% Changes stats: +7 Str Changes resistances: +20% darkness / +15% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.4 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 50 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+1 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Death's Embrace (18 def, 18 armour) Death's Embrace (18 def, 18 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Armour Hardiness: +15% Defense: +18 (+3 eff.) Damage when hit (Melee): 15 darkness / 15 cold Changes stats: +5 Dex / +5 Mag / +5 Cun Changes resistances: +30% temporal / +30% darkness / +30% cold Changes damage: +20% darkness / +20% cold Talent masteries: +0.10 Spell / Phantasm +0.10 Spell / Shades +0.10 Cunning / Stealth Critical mult.: +20.00% Stealth bonus: +10 Spellpower: +10 (+2 eff.) It can be used to turn yourself invisible (power 57, based on Cunning and Magic) for 10 turns, costing 28 power out of 50/50. This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
Masochism (0 def, 0 armour) Masochism (0 def, 0 armour)Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 691 It can be used to activate talent Blood Grasp (costing 7 power out of 12/12) : Effective talent level: 6.0 Power cost: 7 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 719.59 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
Molten Skin (15 def, 12 armour) Molten Skin (15 def, 12 armour)Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +8.0% Armour: +12 Defense: +15 (+3 eff.) Damage (Melee): 15 light / 30 fire Damage (Ranged): 15 light / 30 fire Damage when hit (Melee): 30 fire Changes stats: +6 Cun / +6 Mag Changes resistances: +20% fire / +12% light / -5% cold Changes resistances penetration: +10% light / +15% fire Changes damage: +20% fire / +5% light / +10% all Talent masteries: +0.10 Celestial / Sun +0.10 Spell / Wildfire +0.10 Celestial / Sunlight +0.10 Spell / Fire Critical mult.: +20.00% Spellpower: +15 (+2 eff.) Spell crit. chance: +10% It can be used to activate talent Blastwave (costing 7 power out of 16/16) : Effective talent level: 4.0 Power cost: 7 out of 16/16. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 355.73 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +7 Defense: +6 (+1 eff.) Fatigue: +7% Changes stats: +5 Wil / +4 Con Changes resistances: +35% nature Reduces incoming crit damage: 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+2 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Cuirass of the Dark Lord (0 def, 30 armour) Cuirass of the Dark Lord (0 def, 30 armour)Requires: - Strength 52 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +30 Fatigue: +25% Damage when hit (Melee): 30 physical Changes stats: +10 Str / +10 Con Changes resistances: +20% physical Physical save: +15 (+1 eff.) Life regen: +0.00 Blood Charges: 0 It can be used to drain blood from all creatures within range 5, causing them to bleed for 1325.02 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed, costing 14 power out of 25/25. Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
Cuirass of the Thronesmen (20 def, 32 armour) Cuirass of the Thronesmen (20 def, 32 armour)Requires: - Strength 44 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +32 Armour Hardiness: +10% Defense: +20 (+3 eff.) Fatigue: +15% Changes stats: +6 Con Changes resistances: +25% darkness / +25% fire Physical save: +40 (+2 eff.) Stun/Freeze immunity: +40% Knockback immunity: +40% Healing mod.: -30% This heavy dwarven-steel armour was created in the deepest forges of the Iron Throne. While it grants incomparable protection, it demands that you rely only on your own strength. |
Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Strength 24 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
This item will automatically be transmogrified when you leave the level. spiked voratun plate armour of clarity (9 def, 16 armour)spiked voratun plate armour of clarity (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Damage when hit (Melee): 20 physical Changes resistances: +10% mind Mental save: +25 (+4 eff.) A suit of armour made of metal plates. |
Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block) Fire Dragon Shield (16 def, 9 armour, 58-69.6 power, 220 block)Requires: - Dexterity 28 - Talent Agile Defense (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 58.0 - 69.6 Uses stats: 150% Mag, 40% Wil Damage type: Fire Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +220 When wielded/worn: Armour: +9 Defense: +16 (+3 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +20% Damage when hit (Melee): 17 fire Changes resistances: +35% fire Damage affinity(heal): +15% fire Talent granted: +5 Block Special effect on block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block) Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)Requires: - Talent Agile Defense (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +180 When wielded/worn: Armour: +25 Defense: +5 (+1 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Sanguine Shield (14 def, 4 armour, 40-48 power, 220 block) Sanguine Shield (14 def, 4 armour, 40-48 power, 220 block)Requires: - Dexterity 39 - Talent Agile Defense (level 1) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 40.0 - 48.0 Uses stats: 170% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +9.0% Block value: +220 Lifesteal (this weapon only): +8% When wielded/worn: Armour: +4 Defense: +14 (+2 eff.) Ranged Defense: +14 (+3 eff.) Fatigue: +19% Changes stats: +10 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Shieldsmaiden (5 def, 20 armour, 48-57.6 power, 150 block) Shieldsmaiden (5 def, 20 armour, 48-57.6 power, 150 block)Requires: - Dexterity 28 - Talent Agile Defense (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 150% Mag, 40% Wil Damage type: Ice Accuracy bonus: +2.5% procs dam / acc Crit. chance: +8.0% Block value: +150 When this weapon hits: Ice Shards (15% chance level 3). When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +10% Changes resistances: +25% fire / +25% cold Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
Summertide (17 def, 15 armour, 52-62.4 power, 260 block) Summertide (17 def, 15 armour, 52-62.4 power, 260 block)Requires: - Willpower 28 - Dexterity 20 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 52.0 - 62.4 Uses stats: 150% Mag, 40% Wil Damage type: Light Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +260 On weapon hit: * 30% chance to blind * releases a burst of light When wielded/worn: Armour: +15 Defense: +17 (+3 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun / +5 Wil Changes resistances: +12% mind / +10% fire / +20% light / +15% darkness Changes resistances penetration: +10% fire / +10% light / +10% mind Changes damage: +10% fire / +15% mind / +15% light Talent granted: +5 Block Mental save: +18 (+3 eff.) Blindness immunity: +100% Confusion immunity: +25% Maximum psi: +20.00 Mindpower: +8 (+1 eff.) Light radius: +3 It can be used to send out a range 7 beam, lighting its path and dealing 190.22 to 237.78 light damage (based on Willpower and Cunning), costing 7 power out of 30/30. A bright light shines from the center of this shield. Holding it clears your mind. |
Titanic (20 def, 18 armour, 48-57.6 power, 320 block) Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Dexterity 37 - Talent Agile Defense (level 1) 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 stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+3 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
This item will automatically be transmogrified when you leave the level. voratun shield of temporal resistance (+20%) (12 def, 3 armour, 65-78 power, 192.5 block)voratun shield of temporal resistance (+20%) (12 def, 3 armour, 65-78 power, 192.5 block) Requires: - Dexterity 48 - Talent Agile Defense (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.0 - 78.0 Uses stats: 150% Mag, 40% Wil Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +192 When wielded/worn: Armour: +3 Defense: +12 (+2 eff.) Ranged Defense: +12 (+2 eff.) Fatigue: +14% Effects when hit in melee: * 30% chance to gain 10% of a turn (3/turn limit) Changes resistances: +20% temporal Talent granted: +5 Block Handheld deflection devices. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 56 power out of 100/100. The very essence of bearness! |
Hatherion the quiver of dragonbone arrows (24/24, 55.5-77.7 power, 18 apr) Hatherion the quiver of dragonbone arrows (24/24, 55.5-77.7 power, 18 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 55.5 - 77.7 Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 24 On weapon hit: * 20% chance to curse the target On weapon crit: * wounds the target for 7 turns: 45 bleeding, 96% reduced healing Damage (Ranged): +21 darkness / +12 blight / +18 cold / +16 arcane / +18 bleed Burst (radius 1) on hit: +8 mind / +4 arcane Burst (radius 2) on crit: +4 mind Arrows are used with bows to pierce your foes to death. |
Hornet Stingers (20/20, 18-25.2 power, 10 apr) Hornet Stingers (20/20, 18-25.2 power, 10 apr)Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 40% Wil, 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Void Quiver (0/0, 45-63 power, 30 apr) Void Quiver (0/0, 45-63 power, 30 apr)Requires: - Dexterity 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 45.0 - 63.0 Uses stats: 40% Wil, 70% Dex, 110% Mag Damage type: Temporal darkness Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +30 Crit. chance: +6.0% Capacity: 0 When this weapon hits: Spatial Tether (10% chance level 1). When this weapon hits: Dimensional Anchor (5% chance level 1). An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
This item will automatically be transmogrified when you leave the level. flaming quiver of dragonbone arrows of accuracy (22/22, 54-75.6 power, 18 apr)flaming quiver of dragonbone arrows of accuracy (22/22, 54-75.6 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 54.0 - 75.6 Uses stats: 40% Wil, 70% Dex, 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Accuracy: +38 Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 Burst (radius 1) on hit: +32 fire Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows 'Anuromigund' (23/23, 55.5-77.7 power, 18 apr) quiver of dragonbone arrows 'Anuromigund' (23/23, 55.5-77.7 power, 18 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 55.5 - 77.7 Uses stats: 40% Wil, 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +26.0% Capacity: 23 On weapon hit: * Slows global speed by 46% * 46 arcane resource burn * 20% chance to corrode armour by 30% * 20% chance to torment the target On weapon crit: * cripple the target Damage (Ranged): +4 acid / +30 mind / +39 cold / +30 darkness Burst (radius 1) on hit: +4 mind / +8 acid Burst (radius 2) on crit: +21 cold Arrows are used with bows to pierce your foes to death. |
7 agate 7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
494 alchemist agate 494 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
8 onyx 8 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
55 alchemist lapis lazuli 55 alchemist lapis lazuli0.00 Encumbrance. Type: alchemist-gem / blue ; tier 3 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli 7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+0 eff.) Spell save: +6 (+0 eff.) Mental save: +6 (+1 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 sapphire 13 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Goedalath Rock Goedalath RockPowered by arcane forces 0.10 Encumbrance. [Unique] Type: gem / demonic ; tier 5 When carried: Damage when hit (Melee): 34 healing Mental save: -18 (-3 eff.) Life regen: -2.00 Light radius: -2 Healing mod.: -50% When used to imbue an object: Physical power: +12 (+1 eff.) Damage when hit (Melee): 34 darkness Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spellpower: +16 (+3 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +50% Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Glorawyn the voratun pickaxe (dig speed 2 turns) Glorawyn the voratun pickaxe (dig speed 2 turns)Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +2 Mag Changes resistances: +10% darkness / +10% fire Changes resistances penetration: +50% physical Changes damage: +3% blight / +15% fire / +14% mind Critical mult.: +15.00% Mental save: +15 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +30.00 Spell crit. chance: +4% Damage Shield penetration: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Pick of Dwarven Emperors (dig speed 12 turns) Pick of Dwarven Emperors (dig speed 12 turns)Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% physical Physical save: +7 (+0 eff.) Spell save: +7 (+0 eff.) Mental save: +7 (+1 eff.) Maximum life: +50.00 When carried: Talent granted: +1 Dig It can be used to activate talent Pulverizing Auger (costing 17 power out of 30/30) : Effective talent level: 4.8 Power cost: 17 out of 30/30. Range: 6 Travel Speed: instantaneous Is: a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 888.55 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolรซ Mummified Egg-sac of UngolรซInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 45 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 jade 10 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 turquoise 10 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating Heart Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 42 power out of 75/75. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Bethuvena the Lustrefury Bethuvena the LustrefuryInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +27 Effects on melee hit: * 23% chance to disease Damage when hit (Melee): 8 blight Changes stats: +5 Con Changes resistances: +24% blight / +6% light / +6% lightning Changes resistances penetration: +5% blight / +29% all Changes damage: +3% light Life regen: +6.00 Light radius: +12 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Blazeripper the dwarven lantern Blazeripper the dwarven lanternCrafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes resistances: +5% arcane / +6% nature Changes resistances penetration: +10% lightning / +13% all Physical save: +9 (+0 eff.) Mental save: +12 (+2 eff.) Confusion immunity: +20% Pinning immunity: +15% Mindpower: +11 (+2 eff.) Mental crit. chance: +11% Light radius: +16 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Borodil the Strikecast Borodil the StrikecastPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 35% chance to daze at end of turn Changes resistances: +15% blight / +15% light / +3% mind / +12% darkness Changes damage: +24% lightning / +15% darkness / +6% mind Damage affinity(heal): +5% darkness Mental save: +11 (+2 eff.) Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Mindpower: +12 (+2 eff.) Mental crit. chance: +12% Light radius: +9 Infravision radius: +11 See invisible: +10 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Moonlight Ray, placing all other charms into a 5 cooldown : Effective talent level: 4.8 Power cost: 5 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 390.06 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Dรบathedlen Heart Dรบathedlen HeartPowered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 4 When wielded/worn: Physical power: +7 (+1 eff.) Changes resistances: +30% light Changes resistances cap: +10% light Talent mastery: +0.10 Cunning / Stealth Light radius: -1000 Infravision radius: +6 It can be used to activate talent Blood Grasp (costing 6 power out of 15/15) : Effective talent level: 3.6 Power cost: 6 out of 15/15. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 567.20 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Fogripper the dwarven lantern Fogripper the dwarven lanternPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 30 fire / 12 darkness / 8 nature Changes resistances: +10% fire / +12% darkness / +5% arcane Changes resistances penetration: +10% arcane Changes damage: +6% darkness / +9% arcane / +15% light Damage affinity(heal): +5% light Physical save: +20 (+1 eff.) Spell save: +19 (+1 eff.) Mental save: +34 (+6 eff.) Light radius: +7 See stealth: +25 See invisible: +25 It can be used to activate talent Sun Flare, placing all other charms into a 17 cooldown : Effective talent level: 3.6 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 169.26 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Fogzephyr FogzephyrPowered by arcane forces Crafted by a master 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 35% chance to inflict 15% damage reduction Damage when hit (Melee): 56 fire Changes stats: +8 Mag Changes resistances: +9% darkness / +29% fire Changes resistances penetration: +10% blight Changes damage: +3% darkness / +6% blight Spellpower: +14 (+2 eff.) Light radius: +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Galeslice GalesliceInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +6 Wil / +9 Cun / +10 Con Changes resistances: +29% blight Changes resistances penetration: +15% lightning Changes damage: +15% mind / +3% lightning Critical mult.: +10.00% Life regen: +13.00 Mana each turn: +0.04 Mana when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +2 Light radius: -6 Infravision radius: +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Sanderss Torch Sanderss TorchInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Changes resistances: +3% nature / +5% arcane Changes resistances penetration: +20% nature Changes damage: +12% mind Mental save: +23 (+4 eff.) Maximum life: +80.00 Mindpower: +12 (+2 eff.) Mental crit. chance: +12% Light radius: +8 See stealth: +25 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Stormtaint StormtaintInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +5 Physical power: +4 (+1 eff.) Defense: +9 (+2 eff.) Changes stats: +5 Str / +6 Con Changes resistances: +15% blight Changes damage: +9% lightning Critical mult.: +6.00% Physical save: +23 (+1 eff.) Spell save: +20 (+1 eff.) Mental save: +19 (+3 eff.) Life regen: +6.50 Maximum life: +160.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (182 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Unlightstriker the dwarven lantern Unlightstriker the dwarven lanternPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Damage when hit (Melee): 30 fire Changes resistances: +6% lightning / +4% physical / +30% darkness / +30% blight / +10% fire Changes damage: +6% darkness Blindness immunity: +5% Stun/Freeze immunity: +5% Vim when firing critical spell: +1.00 Only die when reaching: -20.00 life Spellpower: +11 (+2 eff.) Spell crit. chance: +11% Light radius: +8 Infravision radius: +11 See invisible: +24 Damage Shield penetration: +10% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 88 blight damage or heals 80 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Voidhash the dwarven lantern Voidhash the dwarven lanternPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 30 fire Changes stats: +7 Wil Changes resistances: +15% blight / +22% fire / +15% darkness / +12% mind Changes resistances penetration: +5% mind Changes damage: +9% fire / +15% mind / +9% darkness Blindness immunity: +46% Confusion immunity: +21% Spellpower: +6 (+1 eff.) Spell crit. chance: +6% Light radius: +10 Infravision radius: +6 See stealth: +22 See invisible: +40 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Track, placing all other charms into a 23 cooldown : Effective talent level: 3.6 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 60 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Alatorain' dwarven lantern 'Alatorain'Powered by arcane forces Crafted by a master Infused by psionic forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +14 Damage when hit (Melee): 8 blight Changes stats: +7 Wil / +6 Mag Changes resistances: +15% darkness / +3% acid Changes resistances penetration: +15% acid / +15% all Changes damage: +9% acid / +13% light / +15% mind Damage affinity(heal): +5% light Critical mult.: +20.00% Maximum hate: +6.00 Spellpower: +17 (+3 eff.) Light radius: +11 It can be used to activate talent Sun Flare, placing all other charms into a 17 cooldown : Effective talent level: 3.6 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 169.26 light damage within radius 3. The damage done will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Bokilach' dwarven lantern 'Bokilach'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +13 (+2 eff.) Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Physical save: +34 (+2 eff.) Spell save: +17 (+1 eff.) Mental save: +32 (+5 eff.) Blindness immunity: +50% Poison immunity: +10% Silence immunity: +15% Confusion immunity: +28% Teleport immunity: +25% Light radius: +10 See stealth: +49 See invisible: +50 Healing mod.: +29% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to activate talent Track, placing all other charms into a 23 cooldown : Effective talent level: 6.0 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 77 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
dwarven lantern 'Gleammaim' dwarven lantern 'Gleammaim'Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 35% chance to blind Damage when hit (Melee): 8 light / 30 fire Changes resistances: +10% fire / +15% darkness / +9% mind Changes resistances penetration: +10% light Changes damage: +15% light / +12% acid Damage affinity(heal): +5% light Blindness immunity: +41% Confusion immunity: +25% Light radius: +18 See stealth: +25 See invisible: +24 It can be used to activate talent Track, placing all other charms into a 23 cooldown : Effective talent level: 3.6 Power cost: 23 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 60 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
This item will automatically be transmogrified when you leave the level. dwarven lantern of focusdwarven lantern of focus Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +7 Wil Changes damage: +15% mind Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Bladed Rift Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 5.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +15% temporal / +0% all Reduce damage by fixed amount: +0 all Changes damage: +15% temporal Movement speed: +0% Combat speed: +0% Casting speed: +0% Mental speed: +0% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability), costing 12 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.6 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 4 turns, rendering them unable to act. Every 47 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 10% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Fortune's Eye Fortune's EyeCrafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+1 eff.) Armour penetration: +12 Defense: +12 (+2 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 10 power out of 35/35) : Effective talent level: 2.4 Power cost: 10 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 50 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 25/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Petrified Wood Petrified WoodInfused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
80 alchemist bloodstone 80 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
40 bloodstone 40 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
31 fire opal 31 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 garnet 10 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 ruby 9 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 846.83 fire damage (based on Magic), costing 28 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 112 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (5/5) Rod of Spydric Poison (5/5)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 966.12 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 14 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Frozen Shards (25/25, 32-38.4 power, 15 apr) Frozen Shards (25/25, 32-38.4 power, 15 apr)Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Ice Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
Wind Worn Shot (25/25, 39-46.8 power, 15 apr) Wind Worn Shot (25/25, 39-46.8 power, 15 apr)Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 When this weapon hits: Tornado (10% chance level 2). On weapon hit: * 35% chance for lightning to arc to a second target Travel speed: +100% These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise one or two undead rats to fight beside you, costing 39 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Voruleta [power 337] (4 cooldown) Voruleta [power 337] (4 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Fatigue: -4% Changes stats: +1 Str / +2 Wil Changes resistances: +5% arcane Maximum wards: +3 physical / +5 mind / +5 darkness Changes resistances penetration: +20% arcane Changes damage: +12% blight Talent granted: +1 Ward Critical mult.: +5.00% Reduces incoming crit damage: 15.00% Light radius: +3 It can be used to fire a blast of psionic energies in a range 11 beam dealing 193.89 to 387.78 mind damage, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
Zerirath the voratun torque of kinetic psionic shield [power 151] (12 cooldown) Zerirath the voratun torque of kinetic psionic shield [power 151] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +2 Cun / +1 Str Changes resistances penetration: +15% mind Changes damage: +9% mind Talent cooldown: Silence (-1 turn) Talents granted: +5 Telekinetic Blast +5 Silence Critical mult.: +15.00% Mental save: +29 (+5 eff.) Infravision radius: +2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 151 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
voratun torque of thermal psionic shield 'Treerace' [power 157] (12 cooldown) voratun torque of thermal psionic shield 'Treerace' [power 157] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 35% Changes resistances: +3% nature / +6% darkness Maximum wards: +3 physical / +5 mind / +5 darkness Changes resistances penetration: +5% darkness / +29% nature Changes damage: +12% darkness Talent cooldown: Silence (-2 turns) Talents granted: +5 Telekinetic Blast +1 Ward +10 Silence It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 157 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
The Guardian's Totem The Guardian's TotemInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+1 eff.) Mindpower: +8 (+1 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 20 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
dragonbone totem of cure ailments 'Torothad' [power 4] (6 cooldown) dragonbone totem of cure ailments 'Torothad' [power 4] (6 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +3% lightning / +5% arcane / +3% cold / +6% mind / +9% nature Changes damage: +3% blight Talents cooldown: Invoke Tentacle (+10 turn) Rushing Claws (-2 turns) Talents granted: +2 Invoke Tentacle +10 Rushing Claws Physical save: +20 (+1 eff.) It can be used to remove up to 4 poisons or diseases from a target within range 11 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
dragonbone totem of cure ailments 'Yariruihir' [power 4] (6 cooldown) dragonbone totem of cure ailments 'Yariruihir' [power 4] (6 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +9% mind / +12% acid Maximum wards: +5 acid / +4 nature / +4 light Changes resistances penetration: +20% mind / +5% temporal Changes damage: +9% acid / +6% temporal Talent cooldown: Rushing Claws (-2 turns) Talents granted: +1 Ward +10 Rushing Claws Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to remove up to 4 poisons or diseases from a target within range 11 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
10 amethyst 10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+1 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 351 light damage (based on your Magic and Strength) to your foes within radius 5 each turn, costing 20 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+2 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 240.49 temporal and 264.10 darkness damage (based on Magic), costing 12 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
dragonbone wand of clairvoyance 'Brightzephyr' [power 14] (4 cooldown) dragonbone wand of clairvoyance 'Brightzephyr' [power 14] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Maximum wards: +5 lightning / +5 temporal / +5 blight / +5 fire / +5 cold Changes resistances penetration: +15% lightning Changes damage: +21% light Talent cooldown: Volcano (-2 turns) Talents granted: +5 Void Blast +5 Volcano +1 Ward Light radius: +1 It can be used to reveal the area around you, dispelling darkness (radius 14, power 92 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 17 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
33 diamond 33 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
42 moonstone 42 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +10 (+2 eff.) When used as an alchemist bomb: 20% chance to stun for 3 turns Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
39 pearl 39 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 quartz 7 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
11 amber 11 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 ametrine 11 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
Your sacrifice worked. Your mental energies were imbued with farportal energies. The Way radiated from the High Peak toward the rest of Eyal like a mental tidal wave.
Every sentient being in Eyal is now part of the Way. Peace and happiness are enforced for all.
Only the mages of Angolwen were able to withstand the mental shock and thus are the only unsafe people left. But what can they do against the might of the Way?
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Sanders the Yeek Adventurer level 41
34th Pyre 123rd year of Ascendancy at 04:20 see stats
By Sanders the Yeek Adventurer level 29
75th Haze 122nd year of Ascendancy at 19:46 see stats
By Sanders the Yeek Adventurer level 39
3rd Regrowth 123rd year of Ascendancy at 08:45 see stats
By Sanders the Yeek Adventurer level 34
2nd Regrowth 123rd year of Ascendancy at 04:14 see stats
By Sanders the Yeek Adventurer level 45
19th Dusk 123rd year of Ascendancy at 11:26 see stats
By Sanders the Yeek Adventurer level 50
64th Haze 123rd year of Ascendancy at 23:47 see stats
By Sanders the Yeek Adventurer level 50
45th Regrowth 124th year of Ascendancy at 05:51 see stats
By Sanders the Yeek Adventurer level 50
27th Pyre 124th year of Ascendancy at 04:12 see stats
By Sanders the Yeek Adventurer level 43
18th Dusk 123rd year of Ascendancy at 16:11 see stats
By Sanders the Yeek Adventurer level 50
35th Pyre 124th year of Ascendancy at 03:43 see stats
By Sanders the Yeek Adventurer level 18
46th Dusk 122nd year of Ascendancy at 03:35 see stats
By Sanders the Yeek Adventurer level 46
49th Dusk 123rd year of Ascendancy at 23:47 see stats
By Sanders the Yeek Adventurer level 13
10th Mirth 122nd year of Ascendancy at 07:34 see stats
By Sanders the Yeek Adventurer level 42
36th Pyre 123rd year of Ascendancy at 20:42 see stats
By Sanders the Yeek Adventurer level 1
74th Pyre 122nd year of Ascendancy at 11:51 see stats
By Sanders the Yeek Adventurer level 27
75th Haze 122nd year of Ascendancy at 10:36 see stats
By Sanders the Yeek Adventurer level 23
56th Haze 122nd year of Ascendancy at 19:42 see stats
By Sanders the Yeek Adventurer level 20
50th Haze 122nd year of Ascendancy at 10:39 see stats
By Sanders the Yeek Adventurer level 50
34th Pyre 124th year of Ascendancy at 18:36 see stats
By Sanders the Yeek Adventurer level 45
29th Dusk 123rd year of Ascendancy at 09:04 see stats
By Sanders the Yeek Adventurer level 48
10th Haze 123rd year of Ascendancy at 23:47 see stats
By Sanders the Yeek Adventurer level 29
75th Haze 122nd year of Ascendancy at 19:44 see stats
By Sanders the Yeek Adventurer level 50
64th Haze 123rd year of Ascendancy at 23:51 see stats
By Sanders the Yeek Adventurer level 50
43rd Haze 123rd year of Ascendancy at 11:15 see stats
By Sanders the Yeek Adventurer level 10
79th Pyre 122nd year of Ascendancy at 08:35 see stats
By Sanders the Yeek Adventurer level 20
28th Haze 122nd year of Ascendancy at 08:55 see stats
By Sanders the Yeek Adventurer level 30
2nd Decay 122nd year of Ascendancy at 11:48 see stats
By Sanders the Yeek Adventurer level 40
3rd Regrowth 123rd year of Ascendancy at 08:45 see stats
By Sanders the Yeek Adventurer level 50
12nd Haze 123rd year of Ascendancy at 01:02 see stats
By Sanders the Yeek Adventurer level 50
65th Haze 123rd year of Ascendancy at 06:35 see stats
By Sanders the Yeek Adventurer level 31
10th Decay 122nd year of Ascendancy at 03:13 see stats
By Sanders the Yeek Adventurer level 50
13rd Haze 123rd year of Ascendancy at 11:20 see stats
By Sanders the Yeek Adventurer level 20
28th Haze 122nd year of Ascendancy at 09:29 see stats
By Sanders the Yeek Adventurer level 26
61st Haze 122nd year of Ascendancy at 14:05 see stats
By Sanders the Yeek Adventurer level 24
61st Haze 122nd year of Ascendancy at 05:29 see stats
By Sanders the Yeek Adventurer level 10
79th Pyre 122nd year of Ascendancy at 17:59 see stats
By Sanders the Yeek Adventurer level 43
41st Pyre 123rd year of Ascendancy at 10:32 see stats
By Sanders the Yeek Adventurer level 50
35th Pyre 124th year of Ascendancy at 16:55 see stats
By Sanders the Yeek Adventurer level 19
74th Dusk 122nd year of Ascendancy at 03:31 see stats
By Sanders the Yeek Adventurer level 13
5th Flare 122nd year of Ascendancy at 02:40 see stats
By Sanders the Yeek Adventurer level 29
75th Haze 122nd year of Ascendancy at 19:46 see stats
By Sanders the Yeek Adventurer level 29
2nd Decay 122nd year of Ascendancy at 11:45 see stats
By Sanders the Yeek Adventurer level 29
75th Haze 122nd year of Ascendancy at 19:38 see stats
By Sanders the Yeek Adventurer level 15
9th Flare 122nd year of Ascendancy at 20:58 see stats
By Sanders the Yeek Adventurer level 50
13rd Haze 123rd year of Ascendancy at 10:42 see stats
By Sanders the Yeek Adventurer level 50
15th Regrowth 124th year of Ascendancy at 10:11 see stats
By Sanders the Yeek Adventurer level 40
33rd Regrowth 123rd year of Ascendancy at 15:01 see stats
By Sanders the Yeek Adventurer level 1
74th Pyre 122nd year of Ascendancy at 11:51 see stats
By Sanders the Yeek Adventurer level 1
74th Pyre 122nd year of Ascendancy at 11:51 see stats
By Sanders the Yeek Adventurer level 50
35th Pyre 124th year of Ascendancy at 16:55 see stats
By Sanders the Yeek Adventurer level 38
3rd Regrowth 123rd year of Ascendancy at 06:51 see stats
By Sanders the Yeek Adventurer level 31
10th Decay 122nd year of Ascendancy at 03:26 see stats
Log
Sanders deactivates Contingency.
Sanders deactivates Deflect Projectiles.
Sanders deactivates Blood Vengeance.
Sanders deactivates Lichform.
Sanders deactivates Never Stop Running.
Sanders deactivates Weapon Folding.
Sanders deactivates Willful Tormenter.
Sanders deactivates Probability Travel.
Sanders deactivates Insidious Poison.
Sanders deactivates Charged Shield.
Sanders's solar fury subsides.
Sanders deactivates Bone Shield.
Sanders deactivates Hurricane.
Sanders deactivates Call Shadows.
Sanders deactivates Apply Poison.
Sanders deactivates Through The Crowd.
Sanders deactivates Blade Flurry.
Sanders deactivates Arcane Combat.
Sanders deactivates Spellcraft.
Sanders deactivates Shadow Feed.
Sanders deactivates Flame of Urh'Rok.
Sanders deactivates Arcane Shield.
Sanders deactivates Icy Skin.
Sanders deactivates Kinetic Shield.
Sanders deactivates Ruin.
Temporal hound recovers sight.
Temporal hound deactivates Elemental Discord.
Temporal hound is no longer out of phase.
Temporal hound deactivates Through The Crowd.
Shadow deactivates Through The Crowd.