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Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Male |
Race | Halfling |
Class | Bulwark |
Level / Exp | 50 / 2287% |
Size | gargantuan |
Lifes / Deaths | Killed by boiling horror at level 19 on the 37th Haze 122nd year of Ascendancy at 07:55 / 162Killed by Weirdling Beast at level 19 on the 37th Haze 122nd year of Ascendancy at 14:53 Killed by Weirdling Beast at level 19 on the 37th Haze 122nd year of Ascendancy at 17:59 Killed by Emelulrakira the degenerated skeleton archer at level 19 on the 46th Haze 122nd year of Ascendancy at 12:37 Killed by Arywyn the forest wight at level 20 on the 48th Haze 122nd year of Ascendancy at 14:23 Killed by faerlhing at level 20 on the 48th Haze 122nd year of Ascendancy at 19:23 Killed by Adalle the skeleton warrior at level 21 on the 51st Haze 122nd year of Ascendancy at 00:49 Killed by Eugene "Danger" Feldman at level 22 on the 76th Haze 122nd year of Ascendancy at 22:06 Killed by Eugene "Danger" Feldman at level 23 on the 77th Haze 122nd year of Ascendancy at 20:34 Killed by Polivena the greater gwelgoroth at level 23 on the 2nd Allure 123rd year of Ascendancy at 14:32 Killed by Eugene "Danger" Feldman at level 25 on the 5th Regrowth 123rd year of Ascendancy at 05:48 Killed by Eugene "Danger" Feldman at level 25 on the 5th Regrowth 123rd year of Ascendancy at 07:46 Killed by Eugene "Danger" Feldman at level 25 on the 5th Regrowth 123rd year of Ascendancy at 09:24 Killed by Islowen the elven warrior at level 25 on the 13rd Regrowth 123rd year of Ascendancy at 03:25 Killed by elven blood mage at level 25 on the 13rd Regrowth 123rd year of Ascendancy at 17:09 Killed by Bethagavena the elven blood mage at level 25 on the 13rd Regrowth 123rd year of Ascendancy at 18:39 Killed by Velisema the mean looking elven guard at level 25 on the 14th Regrowth 123rd year of Ascendancy at 04:35 Killed by Glinn the elven guard at level 26 on the 14th Regrowth 123rd year of Ascendancy at 10:47 Killed by elven blood mage at level 26 on the 14th Regrowth 123rd year of Ascendancy at 14:17 Killed by Eugene "Danger" Feldman at level 26 on the 9th Pyre 123rd year of Ascendancy at 18:00 Killed by Gugasekira the gigantic gravity worm at level 27 on the 11st Pyre 123rd year of Ascendancy at 14:36 Killed by Layubreta the cold drake at level 29 on the 27th Pyre 123rd year of Ascendancy at 16:41 Killed by The Divine Writhing Mass at level 30 on the 41st Pyre 123rd year of Ascendancy at 07:45 Killed by Layabreth the corrupted plasmic disruptor at level 31 on the 41st Pyre 123rd year of Ascendancy at 13:44 Killed by Layabreth the corrupted plasmic disruptor at level 31 on the 41st Pyre 123rd year of Ascendancy at 14:42 Killed by Layabreth the corrupted plasmic disruptor at level 31 on the 41st Pyre 123rd year of Ascendancy at 15:00 Killed by bloated horror at level 31 on the 41st Pyre 123rd year of Ascendancy at 15:53 Killed by Layabreth the corrupted plasmic disruptor at level 31 on the 41st Pyre 123rd year of Ascendancy at 17:03 Killed by Layabreth the corrupted plasmic disruptor at level 31 on the 41st Pyre 123rd year of Ascendancy at 18:41 Killed by Layabreth the corrupted plasmic disruptor at level 31 on the 41st Pyre 123rd year of Ascendancy at 20:29 Killed by Layabreth the corrupted plasmic disruptor at level 31 on the 41st Pyre 123rd year of Ascendancy at 22:00 Killed by The Master at level 32 on the 56th Pyre 123rd year of Ascendancy at 13:28 Killed by ghoul at level 32 on the 56th Pyre 123rd year of Ascendancy at 14:11 Killed by The Master at level 32 on the 56th Pyre 123rd year of Ascendancy at 14:51 Killed by The Master at level 32 on the 56th Pyre 123rd year of Ascendancy at 16:15 Killed by The Master at level 32 on the 56th Pyre 123rd year of Ascendancy at 17:25 Killed by ghoul at level 32 on the 56th Pyre 123rd year of Ascendancy at 19:25 Killed by The Master at level 32 on the 56th Pyre 123rd year of Ascendancy at 20:40 Killed by scourge drake at level 33 on the 63rd Pyre 123rd year of Ascendancy at 16:23 Killed by Polana the scourge drake hatchling at level 33 on the 63rd Pyre 123rd year of Ascendancy at 17:40 Killed by Ce'Nuwyn the scourge drake at level 33 on the 64th Pyre 123rd year of Ascendancy at 04:25 Killed by Elolrakira the netherworm mass at level 34 on the 2nd Mirth 123rd year of Ascendancy at 09:10 Killed by Belolranor the Guardian at level 34 on the 2nd Mirth 123rd year of Ascendancy at 12:45 Killed by Salubeth the elven corruptor at level 34 on the 13rd Dusk 123rd year of Ascendancy at 19:43 Killed by Grand Corruptor at level 34 on the 14th Dusk 123rd year of Ascendancy at 00:53 Killed by multi-hued drake at level 34 on the 14th Dusk 123rd year of Ascendancy at 15:15 Killed by Ivunor the gigantic sandworm tunneler at level 34 on the 15th Dusk 123rd year of Ascendancy at 04:14 Killed by Xanenor the cold drake hatchling at level 34 on the 15th Dusk 123rd year of Ascendancy at 04:43 Killed by Golle the sand-drake at level 34 on the 15th Dusk 123rd year of Ascendancy at 08:11 Killed by Aretta the poison ooze at level 35 on the 15th Dusk 123rd year of Ascendancy at 16:18 Killed by Mayoleda the dream seed at level 35 on the 15th Dusk 123rd year of Ascendancy at 20:23 Killed by Elymina the white wolf at level 35 on the 15th Dusk 123rd year of Ascendancy at 21:04 Killed by Salokira the cave bear at level 35 on the 17th Dusk 123rd year of Ascendancy at 19:44 Killed by Xylranne the great wolf at level 35 on the 18th Dusk 123rd year of Ascendancy at 10:46 Killed by Celia at level 36 on the 21st Dusk 123rd year of Ascendancy at 15:45 Killed by Ce'Nunne the elder vampire at level 36 on the 21st Dusk 123rd year of Ascendancy at 16:58 Killed by Ce'Notha the skeleton archer at level 36 on the 21st Dusk 123rd year of Ascendancy at 18:23 Killed by Ce'Nunne the elder vampire at level 36 on the 21st Dusk 123rd year of Ascendancy at 19:03 Killed by Yvuba the skeleton warrior at level 36 on the 21st Dusk 123rd year of Ascendancy at 19:53 Killed by Celia at level 36 on the 21st Dusk 123rd year of Ascendancy at 20:56 Killed by Adovea the lesser vampire at level 36 on the 21st Dusk 123rd year of Ascendancy at 22:45 Killed by Ivadhenn the elder vampire at level 36 on the 22nd Dusk 123rd year of Ascendancy at 00:19 Killed by Adovea the lesser vampire at level 36 on the 22nd Dusk 123rd year of Ascendancy at 01:52 Killed by orc necromancer at level 36 on the 24th Dusk 123rd year of Ascendancy at 14:37 Killed by Veliwe the stone troll at level 36 on the 24th Dusk 123rd year of Ascendancy at 16:07 Killed by radiant horror at level 36 on the 31st Dusk 123rd year of Ascendancy at 00:15 Killed by luminous horror at level 36 on the 31st Dusk 123rd year of Ascendancy at 01:03 Killed by luminous horror at level 36 on the 31st Dusk 123rd year of Ascendancy at 01:41 Killed by luminous horror at level 36 on the 31st Dusk 123rd year of Ascendancy at 23:47 Killed by luminous horror at level 36 on the 32nd Dusk 123rd year of Ascendancy at 00:55 Killed by luminous horror at level 36 on the 32nd Dusk 123rd year of Ascendancy at 01:48 Killed by luminous horror at level 36 on the 32nd Dusk 123rd year of Ascendancy at 03:08 Killed by luminous horror at level 36 on the 32nd Dusk 123rd year of Ascendancy at 04:21 Killed by luminous horror at level 36 on the 32nd Dusk 123rd year of Ascendancy at 05:04 Killed by Glamina the forest troll at level 36 on the 33rd Dusk 123rd year of Ascendancy at 15:44 Killed by Hemorrabr the dolleg at level 36 on the 33rd Dusk 123rd year of Ascendancy at 22:54 Killed by Veliwe the stone troll at level 37 on the 45th Dusk 123rd year of Ascendancy at 19:51 Killed by Salywen the large brown snake at level 39 on the 48th Dusk 123rd year of Ascendancy at 16:06 Killed by Glyth the xhaiak arachnomancer at level 39 on the 69th Dusk 123rd year of Ascendancy at 14:11 Killed by Porowyn the skeleton archer at level 40 on the 24th Haze 123rd year of Ascendancy at 22:47 Killed by Gletha the orc blood mage at level 40 on the 25th Haze 123rd year of Ascendancy at 00:57 Killed by Gletha the orc blood mage at level 40 on the 25th Haze 123rd year of Ascendancy at 01:46 Killed by ancient lich at level 41 on the 25th Haze 123rd year of Ascendancy at 11:11 Killed by Rak'shor, Grand Necromancer of the Pride at level 41 on the 26th Haze 123rd year of Ascendancy at 23:45 Killed by Rak'shor, Grand Necromancer of the Pride at level 41 on the 27th Haze 123rd year of Ascendancy at 00:38 Killed by minotaur at level 44 on the 11st Regrowth 124th year of Ascendancy at 03:58 Killed by minotaur at level 44 on the 11st Regrowth 124th year of Ascendancy at 05:35 Killed by minotaur at level 44 on the 11st Regrowth 124th year of Ascendancy at 10:32 Killed by Yvuda the orc summoner at level 44 on the 11st Regrowth 124th year of Ascendancy at 17:06 Killed by Yvuda the orc summoner at level 44 on the 11st Regrowth 124th year of Ascendancy at 18:27 Killed by Betovea the orc summoner at level 44 on the 11st Regrowth 124th year of Ascendancy at 19:14 Killed by Yvuda the orc summoner at level 44 on the 11st Regrowth 124th year of Ascendancy at 20:05 Killed by minotaur at level 44 on the 11st Regrowth 124th year of Ascendancy at 21:17 Killed by Yvuda the orc summoner at level 44 on the 11st Regrowth 124th year of Ascendancy at 21:59 Killed by minotaur at level 44 on the 11st Regrowth 124th year of Ascendancy at 23:27 Killed by Khakoep the thaurhereg at level 44 on the 12nd Regrowth 124th year of Ascendancy at 03:09 Killed by Scomol the champion of Urh'Rok at level 44 on the 12nd Regrowth 124th year of Ascendancy at 04:10 Killed by Scomol the champion of Urh'Rok at level 44 on the 12nd Regrowth 124th year of Ascendancy at 05:44 Killed by Scomol the champion of Urh'Rok at level 44 on the 12nd Regrowth 124th year of Ascendancy at 06:13 Killed by Gloriba the venom wyrm at level 44 on the 13rd Regrowth 124th year of Ascendancy at 05:02 Killed by Siloldalaith the orc grand summoner at level 45 on the 13rd Regrowth 124th year of Ascendancy at 06:03 Killed by minotaur at level 45 on the 13rd Regrowth 124th year of Ascendancy at 07:09 Killed by Lashing Tentacle at level 45 on the 13rd Regrowth 124th year of Ascendancy at 08:46 Killed by Vorithra the orc master assassin at level 45 on the 13rd Regrowth 124th year of Ascendancy at 10:08 Killed by minotaur at level 45 on the 13rd Regrowth 124th year of Ascendancy at 11:06 Killed by Adariavea the fire wyrm at level 46 on the 15th Regrowth 124th year of Ascendancy at 17:27 Killed by Ivann the fire wyrm at level 46 on the 15th Regrowth 124th year of Ascendancy at 18:34 Killed by Gorbat, Supreme Wyrmic of the Pride at level 46 on the 15th Regrowth 124th year of Ascendancy at 20:26 Killed by minotaur at level 46 on the 16th Regrowth 124th year of Ascendancy at 19:03 Killed by stone golem at level 46 on the 16th Regrowth 124th year of Ascendancy at 20:22 Killed by thought-forged bowman at level 46 on the 16th Regrowth 124th year of Ascendancy at 21:20 Killed by multi-hued drake at level 47 on the 26th Regrowth 124th year of Ascendancy at 03:47 Killed by overpowered greater multi-hued wyrm at level 47 on the 26th Regrowth 124th year of Ascendancy at 04:56 Killed by Ivivea the orc pyromancer at level 48 on the 27th Regrowth 124th year of Ascendancy at 14:04 Killed by Dozing Belarin at level 50 on the 31st Regrowth 124th year of Ascendancy at 07:41 Killed by Sleeping Elulranor at level 50 on the 31st Regrowth 124th year of Ascendancy at 09:27 Killed by Essumgda the Bringer of Doom at level 50 on the 18th Pyre 124th year of Ascendancy at 04:29 Killed by Sleeping Sileda at level 50 on the 21st Pyre 124th year of Ascendancy at 06:29 Killed by Mirror Image (Elandar) at level 50 on the 34th Pyre 124th year of Ascendancy at 12:12 Killed by Elandar at level 50 on the 34th Pyre 124th year of Ascendancy at 14:58 Killed by ghast at level 50 on the 34th Pyre 124th year of Ascendancy at 16:41 Killed by Elandar at level 50 on the 34th Pyre 124th year of Ascendancy at 18:55 Killed by Elandar at level 50 on the 34th Pyre 124th year of Ascendancy at 20:36 Killed by Elandar at level 50 on the 34th Pyre 124th year of Ascendancy at 22:56 Killed by Elandar at level 50 on the 35th Pyre 124th year of Ascendancy at 02:12 Killed by Elandar at level 50 on the 35th Pyre 124th year of Ascendancy at 05:52 Killed by Elandar at level 50 on the 35th Pyre 124th year of Ascendancy at 14:55 Killed by Elandar at level 50 on the 35th Pyre 124th year of Ascendancy at 16:44 Killed by Elandar at level 50 on the 35th Pyre 124th year of Ascendancy at 18:43 Killed by Elandar at level 50 on the 35th Pyre 124th year of Ascendancy at 21:42 Killed by Elandar at level 50 on the 36th Pyre 124th year of Ascendancy at 03:22 Killed by Elandar at level 50 on the 36th Pyre 124th year of Ascendancy at 06:58 Killed by Elandar at level 50 on the 36th Pyre 124th year of Ascendancy at 08:21 Killed by Elandar at level 50 on the 36th Pyre 124th year of Ascendancy at 09:39 Killed by Elandar at level 50 on the 36th Pyre 124th year of Ascendancy at 13:35 Killed by champion of Urh'Rok at level 50 on the 36th Pyre 124th year of Ascendancy at 15:46 Killed by Elandar at level 50 on the 36th Pyre 124th year of Ascendancy at 18:05 Killed by Elandar at level 50 on the 36th Pyre 124th year of Ascendancy at 21:10 Killed by Elandar at level 50 on the 36th Pyre 124th year of Ascendancy at 23:07 Killed by Elandar at level 50 on the 37th Pyre 124th year of Ascendancy at 02:09 Killed by Elandar at level 50 on the 37th Pyre 124th year of Ascendancy at 05:38 Killed by Elandar at level 50 on the 37th Pyre 124th year of Ascendancy at 07:42 Killed by The One That Writes at level 50 on the 65th Pyre 124th year of Ascendancy at 09:49 Killed by The One That Writes at level 50 on the 65th Pyre 124th year of Ascendancy at 11:24 Killed by The One That Writes at level 50 on the 65th Pyre 124th year of Ascendancy at 13:01 Killed by The One That Writes at level 50 on the 65th Pyre 124th year of Ascendancy at 14:28 Killed by The One That Writes at level 50 on the 65th Pyre 124th year of Ascendancy at 15:55 Killed by The One That Writes at level 50 on the 65th Pyre 124th year of Ascendancy at 17:48 Killed by The One That Writes at level 50 on the 65th Pyre 124th year of Ascendancy at 18:34 Killed by The One That Writes at level 50 on the 65th Pyre 124th year of Ascendancy at 19:20 Killed by The One That Writes at level 50 on the 65th Pyre 124th year of Ascendancy at 20:10 Killed by The One That Writes at level 50 on the 66th Pyre 124th year of Ascendancy at 00:40 Killed by Eugene "Danger" Feldman's Inner Demon at level 50 on the 66th Pyre 124th year of Ascendancy at 03:59 Killed by The One That Writes at level 50 on the 66th Pyre 124th year of Ascendancy at 06:19 Killed by ritch flamespitter at level 50 on the 56th Dusk 124th year of Ascendancy at 11:36 Killed by Eugene "Danger" Feldman at level 50 on the 1st Time of Equilibrium 124th year of Ascendancy at 11:00 Killed by Eugene "Danger" Feldman at level 50 on the 1st Time of Equilibrium 124th year of Ascendancy at 13:01 Killed by Eugene "Danger" Feldman at level 50 on the 1st Time of Equilibrium 124th year of Ascendancy at 14:59 Killed by Eugene "Danger" Feldman at level 50 on the 1st Time of Equilibrium 124th year of Ascendancy at 16:32 Killed by Eugene "Danger" Feldman at level 50 on the 1st Time of Equilibrium 124th year of Ascendancy at 18:31 Killed by Eugene "Danger" Feldman at level 50 on the 1st Time of Equilibrium 124th year of Ascendancy at 20:07 Killed by Eugene "Danger" Feldman at level 50 on the 1st Time of Equilibrium 124th year of Ascendancy at 22:09 |
Antimagic | Follower |
Primary Stats
Strength | 156 (base 60) |
Dexterity | 91 (base 60) |
Constitution | 93 (base 60) |
Magic | 21 (base 10) |
Willpower | 40 (base 16) |
Cunning | 60 (base 23) |
Resources
Life | 2134/2134 |
Stamina | 282/282 |
Equilibrium | 30 |
Healing Factor | 1.4735279301984 |
Regeneration | 23.791806617974 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 6 |
See Stealth | 36.375715479246 |
See Invisible | 36.375715479246 |
Offense: Mainhand
Damage | 205 |
Accuracy | 85 |
Crit Chance | 50% |
APR | 20 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 10 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Acid | +50% |
Arcane | +33% |
Cold | +21% |
All | +9% |
Lightning | +63% |
Physical | +24% |
Mind | +24% |
Darkness | +59% |
Nature | +71% |
Offense: Damage Penetration
Nature | +25% |
Acid | +40% |
Darkness | +25% |
Cold | +30% |
Mind | +5% |
Lightning | +30% |
Fire | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 149.89533297438 (100%) |
Defense | 59 |
Ranged Defense | 59 |
Fatigue | 0 |
Physical Save | 80 |
Spell Save | 69 |
Mental Save | 40 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 34%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 54%( 70%) |
All | + 25%( 70%) |
Darkness | + 63%( 70%) |
Temporal | + 28%( 70%) |
Physical | + 48%( 70%) |
Mind | + 30%( 70%) |
Fire | + 56%( 70%) |
Lightning | + 66%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 50% |
Pinning Resistance | 50% |
Disarm Resistance | 88% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 823 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 368 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 228 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 996% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.69 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Shield Wall |
talent | Precise Strikes |
talent | Antimagic Shield |
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 gruesome experiments. | 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 Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved spell save by +12. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved mental save by +12. | done |
You failed to protect the lost sun paladin from death by Eugene "Danger" Feldman. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved spell save by +12. | done |
You failed to protect the lost sun paladin from death by skeleton archer. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower by +5. | 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 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 fire 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 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. | failed |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1682. | 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. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. 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. Stire of Derth has completed an elixir of avoidance without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | 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 |
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 within6 lumberjacks have died. | 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 your homeland 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 you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +13 (+4 eff.) Fatigue: +4% Changes stats: +10 Str / +9 Dex / +6 Con Changes damage: +7% physical Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +3 Con Changes resistances: +8% blight / +6% fire Changes resistances penetration: +25% darkness / +10% fire Changes damage: +12% arcane / +15% darkness Life regen: +7.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +3 Defense: +9 (+3 eff.) Fatigue: +3% Effects on melee hit: * 21% chance to slow global speed by 53% Effects when hit in melee: * 16% chance to gain 10% of a turn (3/turn limit) Changes stats: +9 Cun / +8 Dex Changes resistances: +9% acid / +3% fire / +14% darkness / +3% temporal Changes damage: +3% mind Physical save: +19 (+4 eff.) Hate when firing a critical mind attack: +2.00 Infravision radius: +6 A cap made of leather. This object's appearance was changed to Plumpkin Daper: Top Hat. |
On hands | ![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+4 eff.) Maximum life: +100.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 187.53 arcane damage and stunned) Activation costs 100 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +24% acid Changes resistances penetration: +30% acid / +30% cold Changes damage: +35% acid / +12% cold / +35% darkness It can be used to sting an enemy dealing 956 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+2 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 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. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +14 Physical power: +14 (+2 eff.) Defense: +16 (+4 eff.) Damage when hit (Melee): 12 light Changes stats: +10 Str / +10 Con Changes resistances: +18% acid / +6% darkness / +3% blight Spell save: +3 (+1 eff.) Disarm immunity: +50% Pinning immunity: +50% Knockback immunity: +50% Maximum life: +38.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +11% fire / +27% cold Talent masteries: +0.39 Technique / Superiority +0.39 Technique / Combat training Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +20 lightning / +20 mind Damage (radius 2) on crit: +16 mind When wielded/worn: Physical crit. chance: +10.0% Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes resistances penetration: +30% lightning Changes damage: +24% lightning Equilibrium when hit: +0.16 Sharp, long, and deadly. |
Around waist | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +5 Str / +5 Con Physical save: +11 (+2 eff.) Spell save: +12 (+3 eff.) Size category: +2 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 70.0 - 84.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +298 Damage (radius 1) on hit: +24 darkness / +20 temporal When wielded/worn: Armour: +20 Fatigue: +8% Changes resistances: +15% darkness Changes damage: +30% lightning / +37% nature Talent granted: +1 Block Handheld deflection devices. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Damage when hit (Melee): 8 lightning Changes resistances: +6% acid / +6% mind / +12% lightning Changes resistances penetration: +10% acid Changes damage: +6% acid / +12% mind Physical save: +12 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Damage when hit (Melee): 8 arcane Changes stats: +10 Str Changes resistances: +14% acid / +30% physical / +15% darkness / +21% fire / +42% lightning / +11% cold Changes resistances penetration: +5% mind / +10% fire Changes damage: +12% arcane Talent cooldown: Rush (-5 turns) Disarm immunity: +38% Stun/Freeze immunity: +39% Knockback immunity: +40% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 370 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 115 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 693% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 679% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 506% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 623 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 196 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 490 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 479 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 725 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 40% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 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 48% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your armor by four. A vial of grainy, iron-colored fluid. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 696.81 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 12 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 12 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 38%, your defense is increased by 38 and all your resistances by 38%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 172 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 453 damage for 4 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 603 damage for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 793 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 586 damage for 6 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +18 Defense: +12 (+3 eff.) Changes stats: +7 Cun Changes resistances: +12% light Changes resistances cap: +7% all Changes resistances penetration: +20% mind Changes damage: +21% mind / +21% lightning Physical save: +27 (+5 eff.) Equilibrium when hit: +0.20 Mindpower: +20 (+7 eff.) Mental crit. chance: +4% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str / +3 Dex / +1 Mag Changes resistances penetration: +5% mind / +5% fire Maximum hate: +2.00 Maximum psi: +40.00 Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Damage when hit (Melee): 6 light Changes resistances: +15% mind Changes resistances penetration: +15% mind Changes damage: +18% light / +9% mind Talent mastery: +0.28 Technique / Combat training Light radius: +3 Amulets make your neck look great! |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% nature / +11% blight Poison immunity: +20% Disease immunity: +21% Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +13 Armour: +6 Defense: +8 (+2 eff.) Changes resistances cap: +5% all Critical mult.: +17.00% Physical save: +17 (+3 eff.) Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Talent masteries: +0.34 Technique / Superiority +0.34 Technique / Shield offense Physical save: +19 (+4 eff.) Spell save: +17 (+5 eff.) Mental save: +13 (+4 eff.) Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +13 (+3 eff.) Defense: +5 (+2 eff.) Changes stats: +9 Lck / +2 Str Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +5 Cun Changes resistances: +22% temporal Pinning immunity: +45% Knockback immunity: +43% Amulets make your neck look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Damage (Melee): 10 light / 15 darkness Effects when hit in melee: * 13% chance to reduce damage dealt by 22% * 15% chance to blind Changes stats: +7 Str / +9 Dex / +9 Wil Changes damage: +15% light / +13% darkness Amulets make your neck look great! |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Mag / +2 Con Changes resistances: +30% nature / +4% physical Changes resistances penetration: +10% arcane Changes damage: +15% nature / +6% cold Critical mult.: +20.59% Spell save: +12 (+3 eff.) Maximum mana: +40.00 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +15% blight / +32% fire / +12% light Changes resistances penetration: +20% blight / +25% light Changes damage: +16% fire Light radius: +3 Rings make your fingers look great! |
![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 53% Damage when hit (Melee): 2 cold Changes resistances: +3% lightning / +6% cold / +26% nature Changes damage: +13% nature Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +31% Confusion immunity: +26% Pinning immunity: +29% Knockback immunity: +22% Maximum life: +24.00 Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 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. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 20% chance to reduce armor by 15% Changes resistances: +9% acid Changes resistances penetration: +25% acid / +25% fire Changes damage: +15% temporal Maximum encumbrance: +40 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 10 mind Changes resistances: +22% acid Changes resistances penetration: +20% lightning Changes damage: +11% acid / +9% mind Maximum psi: +10.00 Mindpower: +10 (+3 eff.) Rings make your fingers look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +26% light Changes damage: +13% light Spellpower: +8 (+2 eff.) Rings make your fingers look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Defense: +8 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +16% arcane / +15% temporal Changes resistances penetration: +5% fire Changes damage: +16% arcane Light radius: +3 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +22% darkness Changes damage: +11% darkness Maximum encumbrance: +20 Rings make your fingers look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +20% lightning Changes damage: +10% lightning Mental save: +4 (+1 eff.) Rings make your fingers look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +4 Wil Mental save: +8 (+3 eff.) Life regen: +11.00 Maximum life: +46.00 Healing mod.: +14% Rings make your fingers look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +7 Wil Mental save: +14 (+5 eff.) Life regen: +9.00 Maximum life: +89.00 Healing mod.: +12% Rings make your fingers look great! |
![]() Requires: - Level 15 Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Physical save: +7 (+1 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Rings make your fingers look great! This item has been sent to the Item's Vault. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +8 Cun / +8 Dex Life regen: +17.00 Maximum life: +55.00 Healing mod.: +15% Rings make your fingers look great! |
![]() Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Damage (Melee): 21 physical Effects on ranged hit: * 11% chance to reduce all saves and defense by 26 Damage (Ranged): 5 physical Changes stats: +3 Cun / +4 Con Physical save: +8 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.2 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. Rings make your fingers look great! |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 18% chance to reduce all saves and defense by 26 Damage (Melee): 35 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 26 Damage (Ranged): 28 physical Changes stats: +8 Cun Hate when firing a critical mind attack: +3.00 Maximum hate: +12.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +26% acid / +24% fire / +21% lightning / +24% cold Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Mag Spell save: +12 (+3 eff.) Blindness immunity: +39% Infravision radius: +5 See stealth: +14 See invisible: +16 Rings make your fingers look great! |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.5 - 65.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (radius 2) on crit: +20 mind / +20 cold When wielded/worn: Accuracy: +30 (+6 eff.) Changes stats: +12 Str Changes resistances: +9% acid Changes damage: +18% acid / +19% physical / +9% cold Mental crit. chance: +8% Massive two-handed battleaxes. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 52.5 - 78.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +16 cold Damage (radius 1) on hit: +20 cold When wielded/worn: Armour penetration: +4 Physical crit. chance: +24.0% Armour: +6 Defense: +30 (+8 eff.) Maximum stamina: +30.00 Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 58.0 - 87.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +14 Physical crit. chance: +20.0% Defense: +21 (+6 eff.) Critical mult.: +49.00% Disarm immunity: +48% Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 59.0 - 88.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (radius 2) on crit: +94 fire When wielded/worn: Changes resistances penetration: +28% fire Global speed: +8% Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +82 fire When wielded/worn: Changes resistances penetration: +23% fire Global speed: +1% Massive two-handed battleaxes. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 55.0 - 82.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% Damage (radius 1) on hit: +24 fire When wielded/worn: Changes stats: +19 Con / +19 Wil Maximum life: +119.00 Massive two-handed battleaxes. |
![]() Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 23.5 - 35.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 blight / +7 darkness / +10 nature Damage against: +10% Living When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 6 Changes damage: +3% light Light radius: +2 Massive two-handed battleaxes. |
![]() Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 40.5 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +20 acid Damage (radius 1) on hit: +20 lightning / +16 light / +16 nature When wielded/worn: Damage when hit (Melee): 10 light Changes resistances: +21% acid Changes damage: +12% lightning Massive two-handed battleaxes. |
![]() Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 30.5 - 39.6 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 100% Damage (Melee): +17 light Damage against: +22% Undead When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +10 (+3 eff.) Changes stats: +6 Mag Changes resistances: +6% lightning Changes resistances penetration: +15% blight Changes damage: +21% lightning Critical mult.: +20.00% Sharp, short and deadly. |
![]() Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% Damage (Melee): +20 blight / +12 temporal Damage (radius 1) on hit: +13 fire When wielded/worn: Damage when hit (Melee): 10 temporal Changes stats: +5 Cun Changes resistances penetration: +20% temporal Changes damage: +24% cold Mindpower: +15 (+5 eff.) Defense after a teleport: +16 Resist all after a teleport: +16% New effects duration reduction after a teleport: +16% Sharp, short and deadly. |
![]() Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 55% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 29.0 - 37.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +20 arcane When wielded/worn: Changes resistances: +5% arcane / +6% nature Changes resistances penetration: +20% arcane / +20% light Changes damage: +9% arcane / +30% nature Sharp, short and deadly. |
![]() Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.0 - 79.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +16 arcane Damage (radius 2) on crit: +16 arcane When wielded/worn: Physical power: +19 (+3 eff.) Changes stats: +7 Str / +5 Mag / +3 Cun / +9 Con Changes resistances penetration: +13% physical Disarm immunity: +42% Mindpower: +30 (+10 eff.) See invisible: +15 Massive two-handed mauls. |
![]() Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +20 physical Damage (radius 2) on crit: +16 arcane / +16 acid When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +6 Changes stats: +7 Dex Changes resistances penetration: +25% acid Massive two-handed mauls. |
![]() Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 48.0 - 72.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Sunder Armour (15% chance level 3). When wielded/worn: Accuracy: +20 (+4 eff.) Pinning immunity: +100% Knockback immunity: +100% It can be used to activate talent Fearless Cleave (costing 18 power out of 18/18) : Effective talent level: 3.0 Power cost: 18 out of 18/18. Range: melee/personal Travel Speed: instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 131% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
![]() Requires: - Strength 48 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 64.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +24 nature Damage (radius 2) on crit: +70 fire When wielded/worn: Changes resistances penetration: +23% fire Global speed: +15% Massive two-handed mauls. |
![]() Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 70.5 - 105.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +20 light / +20 nature / +12 arcane When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances penetration: +25% arcane Changes damage: +9% arcane Light radius: +3 Massive two-handed mauls. |
![]() Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 63.5 - 101.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +26 light / +16 fire / +12 mind / +12 darkness Damage against: +26% Undead When wielded/worn: Changes stats: +4 Str Changes resistances: +15% mind / +9% fire Changes resistances penetration: +20% mind Changes damage: +15% darkness Massive two-handed swords. |
![]() Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 35.0 - 56.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +12 light Damage (radius 1) on hit: +8 acid Damage (radius 2) on crit: +12 light / +16 cold When wielded/worn: Accuracy: +16 (+4 eff.) Defense: +16 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 15% Changes resistances: +15% lightning / +15% light Changes resistances penetration: +20% cold Disarm immunity: +52% Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.5 - 96.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce all saves and defense by 26 * 28% chance to reduce strength, dexterity, and constitution by 6 Damage (Melee): +28 blight Damage (radius 1) on hit: +12 nature When wielded/worn: Changes resistances penetration: +25% mind / +25% light Changes damage: +15% light / +12% mind Disease immunity: +46% Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 26 Damage (radius 1) on hit: +20 cold / +20 mind / +21 fire When wielded/worn: Changes resistances penetration: +25% darkness Changes damage: +6% cold Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 61.5 - 98.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 light / +42 cold Damage against: +35% Undead Massive two-handed swords. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.0 - 99.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +21 fire When wielded/worn: Physical crit. chance: +19.0% Massive two-handed swords. |
![]() Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 Damage (radius 1) on hit: +8 darkness When wielded/worn: Accuracy: +15 (+3 eff.) Physical crit. chance: +14.0% Physical power: +18 (+3 eff.) Effects on ranged hit: * 20% chance to reduce damage dealt by 22% Changes stats: +8 Str / +13 Dex / +15 Wil / +1 Con Changes resistances: +5% arcane Changes damage: +6% arcane Maximum life: +99.00 Longbows are used to shoot arrows at your foes. |
![]() Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Damage (Ranged): +35 lightning Damage (radius 2) on crit: +8 lightning When wielded/worn: Changes stats: +5 Str Changes resistances: +9% lightning Changes resistances penetration: +14% physical / +20% temporal Changes damage: +24% lightning / +29% temporal / +23% physical Talent cooldown: Arrow Stitching (-1 turn) Infravision radius: +2 Longbows are used to shoot arrows at your foes. |
![]() Requires: - Strength 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 stat: 100% Str Damage type: Acid Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% Damage (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +20% acid Changes damage: +20% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 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 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 15 acid damage in a 4 radius ball. This damage will increase by 9% 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. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +16 mind Damage (radius 1) on hit: +16 physical When wielded/worn: Physical power: +20 (+4 eff.) Armour: +16 Changes stats: +3 Str / +9 Dex Changes damage: +12% mind Only die when reaching: -60.00 life Sharp, long, and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +17 light Damage against: +24% Undead When wielded/worn: Changes stats: +11 Dex / +4 Mag / +2 Wil Changes resistances penetration: +10% light Changes damage: +18% darkness See invisible: +15 Sharp, long, and deadly. |
![]() Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +20 lightning Damage (radius 1) on hit: +8 acid When wielded/worn: Damage when hit (Melee): 10 acid / 8 darkness / 8 lightning Changes resistances: +9% darkness Changes damage: +15% acid Sharp, long, and deadly. |
![]() Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 16 arcane resource burn Damage Shield penetration (this weapon only): +30% Damage (Melee): +8 physical Damage (radius 1) on hit: +12 physical When wielded/worn: Armour: +4 Defense: +30 (+8 eff.) Damage when hit (Melee): 4 lightning Sharp, long, and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +20 darkness / +19 light Damage against: +18% Living / +24% Undead Sharp, long, and deadly. |
![]() Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Deals 71 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +9.0% Physical power: +12 (+2 eff.) Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% * Deals 71 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Physical crit. chance: +11.0% Physical power: +13 (+2 eff.) Sharp, long, and deadly. |
![]() Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 44.0 - 61.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 2) on crit: +23 lightning / +25 cold When wielded/worn: Changes resistances penetration: +25% lightning / +22% cold Movement speed: +33% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On weapon crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +12 fire When wielded/worn: Accuracy: +23 (+5 eff.) Physical crit. chance: +12.0% Physical power: +14 (+2 eff.) Damage when hit (Melee): 4 arcane / 8 fire Changes stats: +5 Dex Changes resistances: +3% fire Changes damage: +12% fire Combat speed: +10% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, long, and deadly. |
![]() Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +12 nature When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +12% acid / +6% mind / +3% darkness Spell save: +3 (+1 eff.) Blunt and deadly. |
![]() Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Str Changes resistances: +29% acid / +12% darkness / +17% lightning / +17% fire / +17% cold / +7% all Changes resistances penetration: +15% darkness Changes damage: +12% acid / +12% darkness Spell save: +14 (+4 eff.) See invisible: +9 Blunt and deadly. |
![]() Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 22 arcane resource burn When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 22% Changes resistances: +6% darkness / +3% light Changes resistances penetration: +10% light Changes damage: +21% nature / +21% darkness Blunt and deadly. |
![]() Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 When wielded/worn: Armour penetration: +10 Physical crit. chance: +13.0% Armour: +4 Changes stats: +4 Str / +16 Wil / +10 Con Changes resistances penetration: +15% arcane Critical mult.: +30.00% Vim when firing critical spell: +2.00 Maximum life: +90.00 Blunt and deadly. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +15 fire When wielded/worn: Physical crit. chance: +3.0% Armour: +8 Changes resistances: +9% cold / +4% physical Changes resistances penetration: +20% cold Changes damage: +18% cold Critical mult.: +20.00% Only die when reaching: -80.00 life Blunt and deadly. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 34.5 - 48.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +11 cold When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 15% Damage when hit (Melee): 8 cold Changes resistances penetration: +25% fire Changes damage: +27% cold / +6% fire Blunt and deadly. |
![]() Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.5 - 52.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +11 Str / +10 Dex / +14 Mag / +11 Wil / +9 Cun / +15 Con Changes resistances penetration: +25% darkness / +25% mind Reduces incoming crit damage: 10.00% Infravision radius: +3 See invisible: +15 Blunt and deadly. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 52.0 - 72.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Wil Changes resistances: +5% arcane / +12% mind Changes resistances penetration: +26% temporal Changes damage: +18% temporal Mental save: +18 (+6 eff.) Only die when reaching: -83.14 life Mindpower: +20 (+7 eff.) Blunt and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 6 Damage (Melee): +17 blight When wielded/worn: Physical power: +20 (+4 eff.) Changes stats: +4 Wil / +8 Cun / +6 Con Critical mult.: +23.62% Mental save: +21 (+7 eff.) Disease immunity: +29% Hate when firing a critical mind attack: +5.91 Mental crit. chance: +7% Blunt and deadly. |
![]() Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 37.0 - 51.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage (radius 2) on crit: +12 fire Damage against: +21% Unnatural When wielded/worn: Changes resistances penetration: +14% fire Global speed: +1% Blunt and deadly. |
![]() Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 28.5 - 39.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +13 light Damage against: +16% Undead When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Damage when hit (Melee): 10 arcane Changes resistances: +5% arcane / +15% lightning Changes damage: +18% arcane Blunt and deadly. |
![]() Requires: - Strength 11 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.5 - 18.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +0.5% Attack speed: 100% Damage Shield penetration (this weapon only): +11% Damage (Melee): +7 darkness Damage against: +5% Living Blunt and deadly. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 44.5 - 62.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 5). On weapon hit: * 18% chance to reduce strength, dexterity, and constitution by 6 Damage (Melee): +11 blight When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +10 Changes resistances penetration: +12% all Disease immunity: +35% Blunt and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 59.5 - 83.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +25 lightning / +25 cold When wielded/worn: Changes resistances penetration: +20% lightning / +15% cold Movement speed: +46% Blunt and deadly. |
![]() Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 26 On weapon crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +20 mind When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 (+1 eff.) Changes stats: +5 Cun / +1 Wil Blunt and deadly. |
![]() Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 34% chance to reduce all saves and defense by 26 Damage (Melee): +22 mind When wielded/worn: Damage when hit (Melee): 10 mind / 6 arcane Changes stats: +2 Dex / +4 Mag / +7 Wil / +9 Cun Changes damage: +12% arcane See invisible: +12 Blunt and deadly. |
![]() 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: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Wil Changes resistances: +15% mind Talent masteries: +0.30 Psionic / Focus +0.30 Psionic / Absorption Mental save: +25 (+8 eff.) Maximum psi: +20.00 Mindpower: +14 (+5 eff.) Mental crit. chance: +7% Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() 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: 60% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+2 eff.) Physical power: +10 (+2 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 (+5 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 24 power out of 30/30) : Effective talent level: 3.0 Power cost: 24 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 26.48 mind damage, 23.27 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 2.12 mind and 1.87 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. |
![]() Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 20% acid / 20% physical / 20% cold / 20% fire / 20% lightning When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes resistances: +10% acid / +10% physical / +10% fire / +10% cold / +10% lightning Changes damage: +12% lightning / +12% physical / +12% fire / +12% cold / +12% acid Talent masteries: +0.30 Wild-gift / Venom drake aspect +0.30 Wild-gift / Cold drake aspect +0.30 Wild-gift / Fire drake aspect +0.30 Wild-gift / Storm drake aspect +0.30 Wild-gift / Sand drake aspect Mindpower: +10 (+3 eff.) Mental crit. chance: +5% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Corrosive Breath (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe acid in a frontal cone of radius 8. Any target caught in the area will take 560.12 acid damage. Enemies caught in the acid are disarmed for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Disarm apply power is based on your Mindpower. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() Requires: - Willpower 34 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 30% Wil, 50% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +3 Wil Changes damage: +8% physical / +8% cold / +8% fire Talent masteries: +0.10 Wild-gift / Summoning (utility) +0.10 Wild-gift / Summoning (augmentation) +0.10 Wild-gift / Summoning (melee) +0.10 Wild-gift / Summoning (distance) +0.10 Wild-gift / Summoning (advanced) Mindpower: +12 (+4 eff.) Mental crit. chance: +6% Heals friendly targets nearby when you use a nature summon: +30 Max wilder summons: +2 Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +15 Crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 366.21 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 Damage (Ranged): +8 fire Damage (radius 2) on crit: +12 blight When wielded/worn: Accuracy: +33 (+7 eff.) Armour penetration: +10 Physical crit. chance: +7.0% Physical power: +13 (+2 eff.) Changes stats: +5 Str Changes resistances penetration: +15% blight / +13% all Changes damage: +12% blight Slings are used to hurl stones or metal shots at your foes. |
![]() Requires: - Magic 40 Powered by unknown forces 7.00 Encumbrance. [Godslayer] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 60.0 - 72.0 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) 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 (+11 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 Activation costs 200 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." |
![]() Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+2 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 72.24 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (144). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 24.0 - 28.8 Uses stat: 125% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+6 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat Activation costs 15 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
![]() Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+3 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +13 (+3 eff.) Physical crit. chance: +11.0% Changes stats: +8 Str / +9 Dex / +9 Mag / +8 Wil / +9 Cun / +10 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (Ranged): +13 cold Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +4.0% Changes damage: +13% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (radius 2) on crit: +10 lightning / +17 cold Attacks use: 2.0 Steam When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +9 Changes resistances penetration: +7% lightning / +8% cold / +7% all Movement speed: +27% Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Requires: - Dexterity 48 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Attack speed: 100% Firing range: +10 Travel speed: +600% Damage (radius 2) on crit: +12 lightning / +31 cold Attacks use: 2.0 Steam When wielded/worn: Changes stats: +2 Cun Changes resistances penetration: +10% lightning / +16% cold Movement speed: +34% Steampower: +9 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Requires: - Strength 48 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.5 - 59.2 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +94 Attacks use: 1.0 Steam When wielded/worn: Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% On shield block: * Cause enemies within radius 6 to bleed for 310 physical damage over 5 turns (1/turn) Changes stats: +11 Str / +7 Dex / +8 Mag / +8 Wil / +10 Cun / +7 Con Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Requires: - Strength 48 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 39.5 - 59.2 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +5.0% Attack speed: 100% Block value: +106 Damage (radius 1) on hit: +20 fire Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +12 Physical crit. chance: +15.0% Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Talent granted: +3 Block Critical mult.: +24.00% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Requires: - Strength 35 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 30.5 - 45.8 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +4.0% Attack speed: 100% Block value: +66 Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +17 nature When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes resistances: +15% blight / +14% nature / +23% lightning Talent granted: +2 Block Maximum life: +41.00 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+2 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 4.21 cold damage and 4.32 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 27.0 - 43.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 19% chance to reduce strength, dexterity, and constitution by 6 * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +14 blight When wielded/worn: Disease immunity: +27% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 26 * 20% chance to gain 10% of a turn (3/turn limit) Damage (radius 1) on hit: +8 acid When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +13 Changes resistances penetration: +10% acid / +13% physical Changes damage: +21% mind / +15% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% One-handed war axes. |
![]() Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.5 - 42.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 28% chance to reduce all saves and defense by 26 Damage (Melee): +21 mind Damage (radius 1) on hit: +16 lightning Damage (radius 2) on crit: +16 lightning When wielded/worn: Changes stats: +8 Mag / +6 Wil / +6 Cun Changes resistances penetration: +25% lightning Spell save: +18 (+5 eff.) Vim when firing critical spell: +2.00 One-handed war axes. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 22% * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +20 acid / +16 cold Damage (radius 2) on crit: +12 cold When wielded/worn: Changes damage: +30% darkness / +18% cold One-handed war axes. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 53.5 - 74.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 1) on hit: +12 nature / +16 mind When wielded/worn: Changes stats: +15 Cun Changes damage: +12% nature Mental crit. chance: +7% One-handed war axes. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 26 Damage (radius 1) on hit: +12 mind When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +8 Damage when hit (Melee): 10 mind Changes stats: +4 Dex Changes resistances: +6% temporal Blindness immunity: +20% Maximum life: +60.00 Light radius: +2 Combat speed: +10% One-handed war axes. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +8 temporal When wielded/worn: Accuracy: +24 (+5 eff.) Armour penetration: +10 Physical power: +25 (+5 eff.) Armour: +6 Changes stats: +5 Str / +5 Dex Changes resistances: +4% physical Changes resistances penetration: +11% all Changes damage: +12% physical One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Deals 71 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) When wielded/worn: Changes stats: +15 Con / +14 Wil Maximum life: +110.00 One-handed war axes. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 38.5 - 53.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 6 Damage (Melee): +9 blight When wielded/worn: Disease immunity: +12% One-handed war axes. |
![]() Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (radius 2) on crit: +13 lightning / +31 cold When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Changes resistances penetration: +13% lightning / +15% cold Critical mult.: +21.00% Movement speed: +34% One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (radius 2) on crit: +39 lightning / +13 cold When wielded/worn: Accuracy: +20 (+4 eff.) Armour penetration: +5 Changes resistances penetration: +13% lightning / +15% cold / +8% all Movement speed: +36% One-handed war axes. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +20 nature Damage (radius 1) on hit: +12 darkness When wielded/worn: Changes stats: +5 Wil Changes damage: +12% darkness / +12% nature Mental save: +6 (+2 eff.) Equilibrium when hit: +0.16 One-handed war axes. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 lightning damage (1/turn) Damage (Melee): +20 darkness Damage (radius 1) on hit: +16 blight / +12 fire / +20 darkness When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 22% Changes resistances penetration: +25% lightning Changes damage: +21% lightning / +18% fire / +9% blight Light radius: +3 One-handed war axes. |
![]() Requires: - Strength 48 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Deals 71 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +20 lightning When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes stats: +8 Wil Psi when hit: +0.08 Mindpower: +30 (+10 eff.) One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +18 nature / +12 fire Damage (radius 1) on hit: +24 acid / +20 fire When wielded/worn: Changes stats: +9 Str / +5 Wil / +5 Cun / +9 Con Infravision radius: +4 One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +7 nature One-handed war axes. |
![]() Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +11 (+2 eff.) Changes stats: +5 Str / +10 Con Changes resistances: +3% light / +12% lightning Changes resistances penetration: +5% lightning Changes damage: +18% lightning Physical save: +13 (+2 eff.) Spell save: +3 (+1 eff.) Mental save: +12 (+4 eff.) Maximum life: +50.00 Mindpower: +8 (+3 eff.) Size category: +1 A belt that goes around your waist. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +6 Wil Changes resistances: +6% temporal / +2% physical Mental save: +10 (+3 eff.) Pinning immunity: +10% Maximum life: +71.00 Infravision radius: +3 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% fire / +21% cold Changes damage: +12% fire / +18% arcane / +15% cold A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +9 (+1 eff.) Changes stats: +10 Mag / +7 Wil Changes resistances: +20% blight / +3% temporal Spell save: +13 (+4 eff.) Maximum life: +64.00 Maximum mana: +71.00 Maximum stamina: +64.00 Maximum hate: +19.00 Maximum psi: +37.00 Maximum vim: +38.00 Maximum pos.energy: +31.00 Maximum neg.energy: +36.00 Spell crit. chance: +4% Size category: +1 Reduces paradox anomalies(equivalent to willpower): +19 A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +8% blight Changes resistances penetration: +11% physical Changes damage: +16% physical The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 53% Damage when hit (Melee): 4 nature / 6 fire Changes resistances: +3% fire Changes damage: +3% nature Physical save: +5 (+1 eff.) Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 A belt that goes around your waist. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +3.0% Armour: +5 Defense: +1 (+1 eff.) Changes stats: +2 Str / +1 Dex Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Str / +8 Dex / +2 Cun / +4 Con Talent mastery: +0.30 Technique / Combat training Spell save: +9 (+3 eff.) Stamina each turn: +0.70 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +3 (+0 eff.) Defense: +2 (+1 eff.) Fatigue: -4% Damage when hit (Melee): 6 physical Changes stats: +2 Str Stamina each turn: +3.00 Maximum stamina: +30.00 Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 acid Changes resistances: +3% nature / +3% mind Changes resistances penetration: +10% mind Changes damage: +9% mind Maximum life: +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +1 Cun Changes resistances: +11% mind / +26% darkness / +9% all Changes resistances penetration: +15% blight Changes damage: +10% darkness Physical save: +10 (+2 eff.) Spell save: +27 (+7 eff.) Mental save: +22 (+7 eff.) Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +1.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 10 arcane Changes stats: +6 Cun / +2 Wil Changes resistances: +27% darkness / +9% nature / +5% arcane / +9% all Changes resistances penetration: +10% mind Changes damage: +18% darkness / +9% arcane Maximum hate: +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Armour: +3 Damage when hit (Melee): 10 acid / 8 physical / 8 mind Changes stats: +4 Str / +4 Dex / +5 Wil / +5 Cun Changes damage: +9% acid / +15% fire Physical save: +8 (+1 eff.) Spell save: +11 (+3 eff.) Mental save: +11 (+4 eff.) A pair of boots made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +8.9% Armour: +5 Changes stats: +4 Mag Changes resistances: +15% lightning / +15% temporal / +21% light Changes damage: +15% arcane Confusion immunity: +22% Only die when reaching: -80.00 life Maximum stamina: +30.00 A pair of boots made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +10 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 2 nature Changes resistances: +6% nature Mental save: +3 (+1 eff.) Disease immunity: +10% Life regen: +2.00 Infravision radius: +1 A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Mag / +3 Wil / +3 Cun / +3 Con Physical save: +19 (+4 eff.) Mental save: +14 (+5 eff.) It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +10 Defense: +20 (+5 eff.) Damage (Melee): 5 physical Changes stats: +2 Wil Changes damage: +6% physical / +9% mind / +6% darkness Psi when hit: +0.08 Hate when firing a critical mind attack: +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 24% chance to reduce all saves and defense by 26 Damage (Melee): 13 nature Changes stats: +5 Str / +5 Dex / +5 Cun Changes resistances: +13% nature / +9% mind Changes resistances penetration: +15% mind Changes damage: +11% nature / +18% cold Talent cooldown: Double Strike (-1 turn) Physical save: +14 (+3 eff.) Life regen: +5.60 Stamina each turn: +1.30 Psi each turn: +0.22 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Dex Changes damage: +12% light Mental save: +3 (+1 eff.) Blindness immunity: +20% Pinning immunity: +20% Teleport immunity: +20% Maximum life: +100.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 18% chance to reduce all saves and defense by 26 Damage (Melee): 3 acid / 18 darkness / 8 lightning / 7 cold / 24 mind / 9 fire Changes stats: +4 Mag / +4 Wil Mental save: -9 (-4 eff.) Mindpower: +8 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. |
![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 4 acid / 4 fire / 4 cold / 6 lightning Changes stats: +3 Mag / +3 Wil Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 6 acid / 6 fire / 7 cold / 18 arcane / 5 lightning Changes stats: +10 Mag / +14 Wil Changes resistances: +6% arcane Changes damage: +7% arcane Spellpower: +5 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str / +3 Dex / +3 Mag / +6 Cun Changes resistances: +7% light / +6% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+1 eff.) Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 46.04 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str / +5 Dex / +2 Cun Changes resistances: +8% blight / +12% darkness / +13% arcane Damage affinity(heal): +9% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+1 eff.) Spell save: +15 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Effects on melee hit: * 17% chance to reduce all saves and defense by 26 Damage (Melee): 23 mind / 20 darkness Mental save: +6 (+2 eff.) Maximum life: +52.00 Mindpower: +4 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +8 Fatigue: +5% Changes stats: +4 Con Physical save: +17 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +18 (+6 eff.) Disarm immunity: +30% Maximum life: +73.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 5.1 Power cost: 30 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 35% and provides a 20% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects when hit in melee: * 15 arcane resource burn Spell save: +11 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +14 Armour Hardiness: +11% Fatigue: +5% Effects on melee hit: * 10% chance to reduce all saves and defense by 26 Damage (Melee): 37 mind / 40 darkness Changes stats: +12 Con Changes resistances: +7% physical Mental save: -11 (-5 eff.) Mindpower: +10 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 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. |
![]() Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Accuracy: +9 (+2 eff.) Armour: +12 Defense: +16 (+4 eff.) Fatigue: +5% Effects when hit in melee: * 15% chance to gain 10% of a turn (3/turn limit) Changes stats: +6 Cun Changes resistances: +4% all Physical save: +9 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +8 Physical crit. chance: +3.0% Armour: +5 Defense: +20 (+5 eff.) Fatigue: +5% Changes stats: +3 Str / +10 Dex / +2 Wil / +5 Cun Changes resistances: +5% arcane Equilibrium when hit: +0.24 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+4 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 78.35 to 235.04 lightning damage (156.69 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Damage (Melee): 23 acid / 19 fire Damage when hit (Melee): 14 acid / 14 fire / 4 cold Changes resistances: +21% acid / +28% fire / +34% cold Changes resistances penetration: +15% cold Changes damage: +21% cold Critical mult.: +17.00% A suit of armour made of leather. |
![]() Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Fatigue: +8% Damage (Melee): 17 acid / 18 fire Damage when hit (Melee): 12 acid / 14 fire Changes stats: +6 Str Changes resistances: +21% acid / +16% fire / +15% darkness / +14% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() Requires: - Shield usage training - Strength 48 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 68.5 - 82.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +207 When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 22% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% blight / +24% cold / +9% mind / +9% fire Talent granted: +1 Block Reduces incoming crit damage: 16.77% Spell save: +20 (+5 eff.) Blindness immunity: +22% Maximum life: +179.00 Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.5 - 35.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 On weapon hit: * 20% chance to reduce all saves and defense by 26 * 22% chance to reduce armor by 15% Damage (Melee): +20 mind Damage (radius 1) on hit: +20 darkness When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 8 acid Damage when hit (Melee): 13 acid / 6 darkness Changes resistances penetration: +25% cold Changes damage: +6% cold Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 71.5 - 85.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +356 Damage (Melee): +8 lightning / +8 cold When wielded/worn: Armour: +20 Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +10 Con Changes resistances: +17% acid / +12% cold / +6% lightning Talent granted: +1 Block Physical save: +12 (+2 eff.) Handheld deflection devices. This object's appearance was changed to Plumpkin Daper: Plumpkin Shield. |
![]() Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 43.0 - 51.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +140 Damage (radius 2) on crit: +20 light When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 28 lightning Damage when hit (Melee): 15 lightning Changes stats: +3 Wil Changes resistances: +12% cold / +18% darkness / +12% light Talent granted: +1 Block Maximum life: +100.00 Healing mod.: +15% Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 24 Powered by arcane forces Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 26.5 - 31.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +82 Damage (Melee): +4 darkness / +12 fire Damage (radius 1) on hit: +4 darkness When wielded/worn: Armour: +6 Fatigue: +8% Damage when hit (Melee): 10 fire Changes stats: +3 Str Changes resistances: +18% blight / +12% fire / +28% mind Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 23.0 - 32.2 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+3 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 52.5 - 63.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +134 Damage (Melee): +14 acid When wielded/worn: Armour: +8 Fatigue: +8% Effects when hit in melee: * 14% chance to reduce armor by 15% On shield block: * Cause enemies within radius 6 to bleed for 310 physical damage over 5 turns (1/turn) Changes stats: +4 Con Changes resistances: +13% acid Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.5 - 58.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +146 Damage (Melee): +18 fire When wielded/worn: Armour: +8 Fatigue: +8% Damage when hit (Melee): 20 fire Changes stats: +3 Str Changes resistances: +14% fire Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 63.5 - 76.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +206 Damage (Melee): +13 lightning When wielded/worn: Armour: +10 Fatigue: +8% Damage when hit (Melee): 15 lightning Changes stats: +4 Dex Changes resistances: +16% lightning / +18% temporal Talent granted: +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (146) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 41.0 - 49.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +140 Damage (radius 1) on hit: +14 fire When wielded/worn: Armour: +8 Fatigue: +8% Damage (Melee): 8 fire Damage when hit (Melee): 7 fire Changes resistances: +16% nature / +14% blight Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +156 Damage (Melee): +17 light / +14 darkness When wielded/worn: Armour: +13 Fatigue: +8% Changes stats: +9 Cun / +5 Mag Changes resistances: +14% light / +15% darkness Changes damage: +14% light / +13% darkness Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 16 Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +41 When wielded/worn: Armour: +4 Fatigue: +8% Effects on melee hit: * 9 arcane resource burn Damage (Melee): 8 acid / 7 nature Effects when hit in melee: * 7 arcane resource burn On shield block: * Cause enemies within radius 6 to bleed for 310 physical damage over 5 turns (1/turn) Changes stats: +4 Con Changes resistances: +10% acid / +8% nature Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 35 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 44.0 - 52.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +137 On weapon hit: * 21% chance to reduce all saves and defense by 26 Damage (Melee): +18 fire When wielded/worn: Armour: +8 Fatigue: +8% Damage when hit (Melee): 6 mind / 25 fire Changes stats: +5 Str / +6 Wil Changes resistances: +18% fire / +15% mind / +24% cold Talent granted: +1 Block Mental save: +18 (+6 eff.) Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 46.0 - 55.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +132 On weapon hit: * 20% chance to slow global speed by 53% Damage (radius 1) on hit: +20 arcane When wielded/worn: Armour: +8 Fatigue: +8% Changes stats: +3 Str Changes resistances: +21% cold Changes resistances penetration: +10% arcane / +15% cold Changes damage: +30% nature Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 45.5 - 54.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +138 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Fatigue: +8% On shield block: * Deals 142 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +3 Wil Changes resistances: +13% cold Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 35 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 41.0 - 49.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +134 Damage (Melee): +10 light / +16 darkness When wielded/worn: Accuracy: +15 (+3 eff.) Armour: +8 Fatigue: +8% Changes stats: +5 Str / +5 Dex / +3 Mag / +5 Cun Changes resistances: +12% light / +14% darkness Changes damage: +15% light / +10% darkness Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 69.0 - 82.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +205 Damage (Melee): +16 light / +14 darkness When wielded/worn: Armour: +10 Fatigue: +8% Changes stats: +8 Cun / +9 Mag Changes resistances: +20% light / +13% darkness Changes damage: +20% light / +17% darkness Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 65.0 - 78.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +202 On weapon hit: * Deal physical damage equal to your armor (150) Damage (Melee): +24 physical When wielded/worn: Armour: +17 Fatigue: +8% Changes stats: +6 Wil Changes resistances: +16% physical Talent granted: +1 Block Slows Projectiles: +22% Bonus block near projectiles: +64 Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 24 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 30.0 - 36.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +80 Damage (Melee): +13 light / +15 darkness Damage (radius 2) on crit: +16 light / +24 fire When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Deals 15 light and fire damage to each enemy blocked Changes stats: +3 Cun / +4 Mag Changes resistances: +8% fire / +22% light / +13% darkness Changes damage: +12% light / +14% darkness Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 13.0 - 15.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +39 Damage (radius 2) on crit: +13 light / +18 fire When wielded/worn: Armour: +4 Fatigue: +8% On shield block: * Deals 15 light and fire damage to each enemy blocked Changes resistances: +8% light / +7% fire Talent granted: +1 Block Handheld deflection devices. |
![]() Requires: - Shield usage training - Strength 48 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 66.5 - 79.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +207 Damage (Melee): +20 light / +15 darkness Damage (radius 2) on crit: +27 light / +27 fire When wielded/worn: Armour: +10 Fatigue: +8% On shield block: * Deals 15 light and fire damage to each enemy blocked Changes stats: +2 Cun / +7 Mag Changes resistances: +9% fire / +25% light / +15% darkness Changes damage: +17% light / +15% darkness Talent granted: +1 Block Handheld deflection devices. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
![]() Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Base power: 68.0 - 95.2 Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +100 Crit. chance: +10.0% Capacity: 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 5 Base power: 82.0 - 114.8 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +27 Crit. chance: +17.0% Capacity: 58 Turns elapse between self-loadings: 3 When this weapon hits: Curse of Impotence (20% chance level 5). On weapon hit: * 20% chance to reduce armor by 15% On weapon crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 fire Damage (radius 1) on hit: +12 fire Damage (radius 2) on crit: +8 fire Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 18 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 2 Base power: 18.0 - 25.2 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +5.0% Capacity: 20 On weapon hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 41.5 - 58.1 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 20 On weapon hit: * 35% chance to reduce strength, dexterity, and constitution by 6 Damage (Ranged): +22 darkness / +26 blight / +22 cold / +20 light Damage (radius 1) on hit: +22 light Damage (radius 2) on crit: +22 darkness Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 17.0 - 23.8 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +12.5% Capacity: 15 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +11 fire Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+1 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +4 Wil Mental save: +6 (+2 eff.) Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +2.00 Mindpower: +10 (+3 eff.) Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +8 Changes stats: +2 Str Changes resistances: +8% darkness / +7% fire / +6% mind / +12% light Changes damage: +6% fire Mental save: +12 (+4 eff.) Only die when reaching: -60.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +3 Physical power: +25 (+5 eff.) Defense: +20 (+5 eff.) Changes stats: +2 Str / +5 Wil Changes resistances: +6% light Changes resistances penetration: +25% physical Changes damage: +10% mind / +11% fire Physical save: +9 (+2 eff.) Mental save: +11 (+4 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +7 Str / +8 Mag / +4 Wil / +9 Con Changes resistances: +18% cold Changes resistances penetration: +15% mind Reduces incoming crit damage: 16.84% Maximum life: +31.00 Maximum stamina: +23.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +6 Str / +5 Wil / +2 Cun Changes resistances: +6% acid Changes damage: +10% mind / +7% fire Mental save: +7 (+2 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Changes stats: +10 Str / +6 Wil Mental crit. chance: +8% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +6 Damage when hit (Melee): 10 arcane Changes stats: +2 Str / +3 Cun / +3 Con Changes resistances: +12% cold / +12% fire Changes damage: +11% mind / +10% fire Physical save: +6 (+1 eff.) Mental save: +10 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body and corrupted in the mark of the spellblaze altar. You could ... consume it, should you feel mad enough. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 197 cold damage (based on your Magic) Activation costs 20 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 20 fire Changes resistances: +19% fire Changes damage: +15% lightning / +3% fire Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +9 (+3 eff.) Damage when hit (Melee): 4 fire Changes resistances: +6% darkness / +3% cold / +3% light / +6% all Changes resistances penetration: +20% fire Physical save: +15 (+3 eff.) Spell save: +38 (+10 eff.) Mental save: +16 (+5 eff.) Light radius: +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Changes resistances: +12% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +15% temporal Movement speed: +16% Combat speed: -12% Casting speed: -12% Mental speed: -12% Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. It can be used to flip the hourglass (sands currently flowing towards stability) Activation costs 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 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 Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() 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 Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() 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 Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 279/400. 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 484.73 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 42.5 - 51.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 23 Damage (Ranged): +20 light Damage (radius 1) on hit: +20 light Damage (radius 2) on crit: +20 light Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 59.5 - 71.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +12.0% Capacity: 20 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 166 physical damage * 25% chance for lightning to strike from the target to a second target dealing 15 damage On weapon crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +4 acid / +5 physical Damage (radius 1) on hit: +12 acid Damage (radius 2) on crit: +12 fire Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 56.0 - 67.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 16 Damage (Ranged): +20 darkness / +20 mind Damage (radius 1) on hit: +20 darkness / +20 mind Damage (radius 2) on crit: +16 darkness Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Ice Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 25 On weapon hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
![]() Requires: - Dexterity 28 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 32.0 - 38.4 Uses stats: 50% Cun, 70% Dex Damage type: Fire Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +10.0% Capacity: 20 On weapon hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
![]() Requires: - Dexterity 48 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 53.5 - 64.2 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 21 On weapon hit: * 21% chance to slow global speed by 53% Damage (Ranged): +21 lightning / +21 darkness / +17 nature Damage (radius 1) on hit: +21 nature / +12 lightning Damage (radius 2) on crit: +21 darkness / +21 nature Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 28 Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 4 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) 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. |
![]() Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 52.5 - 63.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +16.5% Capacity: 20 On weapon hit: * 20% chance to create vines that bind the target to the ground dealing 166 nature damage and pinning them for 3 turns On weapon crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 74.0 - 88.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +23.0% Capacity: 24 On weapon crit: * Wound the target dealing 310 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 59.0 - 70.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 19 Travel speed: +200% Damage (Ranged): +20 lightning / +20 cold / +20 physical Damage (radius 1) on hit: +16 physical When wielded/worn: Ammo reloads per turn: +4 Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 42.5 - 51.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 20 On weapon hit: * 20% chance to reduce armor by 15% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Ranged): +12 acid / +20 blight / +20 fire Damage (radius 1) on hit: +20 acid Damage (radius 2) on crit: +8 acid / +8 fire Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 23.5 - 28.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +10.5% Capacity: 18 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 166 physical damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +9 physical Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 41.5 - 49.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 166 physical damage Damage (Ranged): +9 light / +17 physical Damage against: +8% Undead Shots are used with slings to pummel your foes to death. |
![]() Requires: - Dexterity 48 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 51.0 - 61.2 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +7.0% Capacity: 22 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 20% chance to knock the target back 3 spaces and deal 166 physical damage Damage (Ranged): +16 physical Shots are used with slings to pummel your foes to death. |
![]() 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+3 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +3 Dex Changes resistances: +6% mind / +9% fire Only die when reaching: -80.00 life It can be used to blast the opponent's mind dealing 440 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 39% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Changes resistances: +6% mind / +6% light Changes damage: +9% mind It can be used to remove 1 confusion or silence effect and prevent the application of 4 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 29% for 2 turns. * Increase the duration of 3 beneficial effects by 2. * Cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Defense: +10 (+3 eff.) Damage when hit (Melee): 8 physical Changes stats: +3 Str / +6 Dex Changes damage: +18% physical Reduces incoming crit damage: 15.00% Stamina each turn: +2.00 Infravision radius: +3 It can be used to blast the opponent's mind dealing 428 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 2 nature Changes resistances: +2% physical Reduces incoming crit damage: 15.00% Silence immunity: +20% Life regen: +4.00 Only die when reaching: -60.00 life It can be used to project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 477 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 41% for 2 turns. * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% lightning / +9% fire / +3% cold Changes resistances penetration: +10% fire Changes damage: +12% fire It can be used to setup a psionic shield, reducing all damage taken by 145 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase the duration of 3 beneficial effects by 2. * Gain a 40% chance to evade weapon attacks for 2 turns. * Increase all damage penetration by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +15% temporal Changes resistances penetration: +15% temporal It can be used to setup a psionic shield, reducing all damage taken by 131 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 40% chance to evade weapon attacks for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. * Increase all damage by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +4 Wil Changes damage: +9% arcane / +27% mind Mental save: +9 (+3 eff.) Psi when hit: +0.12 Hate when firing a critical mind attack: +5.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +3% It can be used to sting an enemy dealing 741 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +3% cold Changes resistances penetration: +10% fire Silence immunity: +10% Confusion immunity: +20% Pinning immunity: +20% It can be used to sting an enemy dealing 720 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Reduce 2 talent cooldowns by 2. * Increase all damage by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +15% mind Changes resistances penetration: +20% blight / +15% temporal Changes damage: +27% blight / +9% temporal / +9% mind Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to heal yourself and all friendly characters within 10 spaces for 284 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects when hit in melee: * 18% chance to slow global speed by 53% 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 (+5 eff.) Mindpower: +8 (+3 eff.) It can be used to call forth an immobile antimagic pillar for 10 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.) Activation costs 50 power out of 50/50. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 26 Damage when hit (Melee): 6 lightning Changes resistances penetration: +25% lightning Changes damage: +9% mind It can be used to heal yourself and all friendly characters within 10 spaces for 530 Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 3 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes damage: +21% arcane Maximum mana: +60.00 Spell crit. chance: +3% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to fire a magical bolt dealing 519 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 38% for 2 turns. * Heal for 79. * Cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +5 Wil Changes resistances: +5% arcane Mana when firing critical spell: +2.00 Maximum mana: +40.00 Spellpower: +20 (+5 eff.) It can be used to fire a magical bolt dealing 478 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 30% for 2 turns. * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Physical power: +25 (+5 eff.) Armour: +8 Effects on melee hit: * 20% chance to slow global speed by 53% Changes stats: +3 Str Maximum wards: +5 acid / +6 temporal / +6 light / +6 nature Talent granted: +1 Ward Maximum stamina: +30.00 It can be used to create a shield absorbing up to 398 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 94. * Gain a 33% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +4 Wil Changes resistances: +18% lightning Changes resistances penetration: +30% lightning Changes damage: +12% lightning Critical mult.: +20.00% Psi when hit: +0.12 Mindpower: +25 (+8 eff.) Mental crit. chance: +3% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 168 lightning damage and will be dazed for 1 turn (844 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Gain a 30% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered 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 131.89 temporal and 192.91 darkness damage (based on Magic) Activation costs 20 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Changes stats: +2 Str / +4 Dex / +4 Mag / +2 Con Changes resistances penetration: +10% fire Light radius: +1 It can be used to fire a magical bolt dealing 424 cold damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 23% for 2 turns. * Heal for 101. * Reduce 3 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 10 arcane Changes damage: +15% blight Critical mult.: +20.00% Equilibrium when hit: +0.08 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +30.00 Spell crit. chance: +3% Mindpower: +25 (+8 eff.) It can be used to create a shield absorbing up to 560 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase the duration of 3 beneficial effects by 3. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 It can be used to create a shield absorbing up to 500 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Heal for 66. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 30 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 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 Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Eugene "Danger" Feldman the Halfling Bulwark level 32
59th Pyre 123rd year of Ascendancy at 06:46 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 50
30th Regrowth 124th year of Ascendancy at 19:26 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 29
28th Pyre 123rd year of Ascendancy at 01:32 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 19
43rd Haze 122nd year of Ascendancy at 07:53 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 40
71st Dusk 123rd year of Ascendancy at 07:46 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 47
26th Regrowth 124th year of Ascendancy at 03:41 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 50
2nd Decay 124th year of Ascendancy at 10:02 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 50
66th Pyre 124th year of Ascendancy at 10:55 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 39
56th Dusk 123rd year of Ascendancy at 20:28 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 23
4th Regrowth 123rd year of Ascendancy at 07:38 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 30
33rd Pyre 123rd year of Ascendancy at 08:21 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 15
22nd Haze 122nd year of Ascendancy at 06:06 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 44
12nd Regrowth 124th year of Ascendancy at 03:05 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 38
48th Dusk 123rd year of Ascendancy at 13:16 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 22
61st Haze 122nd year of Ascendancy at 22:11 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 36
22nd Dusk 123rd year of Ascendancy at 07:46 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 25
5th Regrowth 123rd year of Ascendancy at 12:02 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 50
37th Pyre 124th year of Ascendancy at 09:12 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 19
46th Haze 122nd year of Ascendancy at 08:13 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 26
68th Regrowth 123rd year of Ascendancy at 06:22 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 31
54th Pyre 123rd year of Ascendancy at 03:19 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 50
67th Regrowth 124th year of Ascendancy at 06:29 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 22
76th Haze 122nd year of Ascendancy at 22:06 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 43
66th Haze 123rd year of Ascendancy at 00:27 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 26
10th Pyre 123rd year of Ascendancy at 00:14 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 48
26th Regrowth 124th year of Ascendancy at 08:16 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 50
63rd Regrowth 124th year of Ascendancy at 17:57 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 10
21st Dusk 122nd year of Ascendancy at 11:36 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 20
48th Haze 122nd year of Ascendancy at 01:26 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 30
30th Pyre 123rd year of Ascendancy at 20:22 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 40
70th Dusk 123rd year of Ascendancy at 09:44 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 50
30th Regrowth 124th year of Ascendancy at 08:32 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 50
65th Regrowth 124th year of Ascendancy at 03:57 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 43
72nd Haze 123rd year of Ascendancy at 07:56 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 50
2nd Decay 124th year of Ascendancy at 11:05 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 26
15th Regrowth 123rd year of Ascendancy at 11:28 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 50
35th Pyre 124th year of Ascendancy at 01:54 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 28
24th Pyre 123rd year of Ascendancy at 16:58 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 38
48th Dusk 123rd year of Ascendancy at 14:39 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 50
37th Pyre 124th year of Ascendancy at 09:11 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 26
10th Pyre 123rd year of Ascendancy at 00:53 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 40
25th Haze 123rd year of Ascendancy at 00:14 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 9
20th Dusk 122nd year of Ascendancy at 06:34 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 50
65th Regrowth 124th year of Ascendancy at 12:15 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 23
2nd Decay 122nd year of Ascendancy at 22:51 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 6
7th Dusk 122nd year of Ascendancy at 08:58 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 28
24th Pyre 123rd year of Ascendancy at 14:38 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 50
58th Dusk 124th year of Ascendancy at 14:52 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 23
2nd Decay 122nd year of Ascendancy at 05:40 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 25
14th Regrowth 123rd year of Ascendancy at 07:38 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 17
35th Haze 122nd year of Ascendancy at 07:16 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 32
56th Pyre 123rd year of Ascendancy at 21:47 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 31
47th Pyre 123rd year of Ascendancy at 06:49 see stats
By Eugene "Danger" Feldman the Halfling Bulwark level 50
64th Pyre 124th year of Ascendancy at 12:47 see stats
Log
Saving done.
You transfer Everpyre Blade (38-53 power, 10 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You don't see how to get there...
You transfer Orc Feller (45-58 power, 11 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Fiery Choker to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Helm of Knowledge (0 def, 12 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.
Error while transfering 22 bloodstone to the online item's vault, please retry later.
Server said: "server error"
Saving done.
You transfer Sword of Potential Futures (28-39 power, 10 apr) to the online item's vault.
Saving done.
Saving game...
Saving done.
You transfer Yaldan Baoth (0 def, 10 armour) to the online item's vault.
Saving done.
Saving game...
Saving done.