
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. 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.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. |
Campaign | Infinite |
Mode | Nightmare Adventure |
Sex | Female |
Race | Cornac |
Class | Psyshot |
Level / Exp | 37 / 25% |
Size | medium |
Lifes / Deaths | Killed by ancient elven mummy at level 2 on the 74th Pyre 122nd year of Ascendancy at 21:46 1 / 7Killed by Horned Horror at level 6 on the 78th Pyre 122nd year of Ascendancy at 01:12 Killed by elven cultist at level 31 on the 35th Dusk 122nd year of Ascendancy at 22:49 Killed by Slasul at level 32 on the 39th Dusk 122nd year of Ascendancy at 09:01 Killed by Slasul at level 32 on the 39th Dusk 122nd year of Ascendancy at 10:58 Killed by Slasul at level 32 on the 39th Dusk 122nd year of Ascendancy at 14:08 Killed by Greater Mummy Lord at level 33 on the 44th Dusk 122nd year of Ascendancy at 01:13 |
Primary Stats
Strength | 31 (base 13) |
Dexterity | 54 (base 42) |
Constitution | 37 (base 10) |
Magic | 10 (base 10) |
Willpower | 66 (base 60) |
Cunning | 110 (base 60) |
Resources
Life | 932/932 |
Steam | 106/106 |
Equilibrium | 0 |
Psi | 131/131 |
Healing Factor | 1.4041015905905 |
Regeneration | 6.950302873423 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 1 |
See Stealth | 13 |
See Invisible | 9 |
Offense: Mainhand
Damage | 83 |
Accuracy | 56 |
Crit Chance | 56% |
APR | 16 |
Speed | 1.00 |
Offense: Offhand
Damage | 64 |
Accuracy | 60 |
Crit Chance | 46% |
APR | 43 |
Speed | 1.00 |
Offense: Spell
Spellpower | 17.333333333333 |
Crit Chance | 41% |
Speed | 1 |
Offense: Mind
Mindpower | 83 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +26% |
Light | +9% |
Physical | +9% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Physical | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 52 (38.594633868923%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 35 |
Mental Save | 56 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 51%( 70%) |
Physical | + 34%( 70%) |
Cold | + 45%( 70%) |
All | + 27%( 70%) |
Lightning | + 43%( 70%) |
Temporal | + 20%( 70%) |
Mind | + 29%( 70%) |
Darkness | + 36%( 70%) |
Nature | + 67%( 70%) |
Defense: Immunities
Stun Resistance | 22% |
Confusion Resistance | 29% |
Poison Resistance | 42% |
Blind Resistance | 20% |
Silence Resistance | 20% |
Bleed Resistance | 10% |
Teleport Resistance | 0% |
Disarm Resistance | 20% |
Pinning Resistance | 59% |
Instadeath Resistance | 100% |
Knockback Resistance | 32% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 163% efficiency and cooldown mod of 74%. Its effects scale with your Constitution stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 136% efficiency and cooldown mod of 99%. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Dexterity stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Dread | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Generic Talents
Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Molten Iron Blood |
talent | Automated Cloak Tessellation |
talent | Gestalt |
talent | Mechanical Arms |
talent | Embedded Restoration Systems |
detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 13): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 14): Pacifist | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 18): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 20): Pacifist | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 21): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 22): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 263 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 25): Rush Hour (263)Turns left: 36 You completed the challenge and received: +1 Class Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 29): Exterminator | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 3): Exterminator | failed |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 30): Near SightedYou completed the challenge and received: +3 Stat Points | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 33): Near SightedYou completed the challenge and received: Random Artifact: Flarewinter (140% power, 5 apr, blight element) | done |
Proceed to the next Infinite Dungeon level with -7 sight range. Infinite Dungeon Challenge (Level 35): Near SightedYou completed the challenge and received: +1 Generic Point | done |
All foes have the multiply talent! Infinite Dungeon Challenge (Level 37): MultiplicityTurns left: 0 You completed the challenge and received: Random Artifact: Morningbender (65% power, 0 apr) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 9): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Talent granted: +4 Rocket Boots Silence immunity: +20% Confusion immunity: +29% Stun/Freeze immunity: +22% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Quiver | ![]() Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 162% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +14.5% Capacity: 20 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% On weapon crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% Damage against: +5% Unnatural When wielded/worn: Talent granted: +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Armour: +10 Changes resistances: +3% mind Reduces incoming crit damage: 15.00% Mental save: +11 (+3 eff.) Blindness immunity: +20% Pinning immunity: +20% Maximum life: +40.00 Light radius: +5 See stealth: +13 See invisible: +9 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +7 Defense: +27 (+8 eff.) Fatigue: +5% Changes stats: +9 Cun Changes resistances: +12% darkness Changes damage: +6% cold Mental save: +23 (+6 eff.) Maximum life: +40.00 Light radius: +2 Infravision radius: +1 A cap made of leather. |
On hands | ![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +8.0% Armour: +6 Fatigue: +3% Critical mult.: +10.00% Mental save: +6 (+2 eff.) Maximum life: +51.00 Spell crit. chance: +10% Mental crit. chance: +5% When used to modify unarmed attacks: Power: 139% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 3). When this weapon crits: Cripple (20% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes damage: +9% light Light radius: +3 It can be used to blast the opponent's mind dealing 220 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 14% for 2 turns. * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +13 (+4 eff.) Armour: +5 Changes stats: +9 Str / +11 Con Changes resistances: +6% acid Spell save: +14 (+6 eff.) Mental save: +7 (+2 eff.) Cut immunity: +10% Disarm immunity: +20% Pinning immunity: +39% Knockback immunity: +32% Only die when reaching: -60.00 life Maximum life: +36.00 Maximum stamina: +29.00 Healing mod.: +20% Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +7 (+2 eff.) Changes stats: +7 Str / +3 Dex / +6 Wil / +7 Cun / +9 Con Changes resistances: +22% lightning Changes damage: +11% lightning / +9% physical Mindpower: +7 (+1 eff.) Rings make your fingers look great! |
Around neck | ![]() Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +1 Physical crit. chance: +3.0% Fatigue: -5% Changes stats: +9 Dex / +5 Cun / +5 Con Changes resistances: +30% nature / +27% blight Physical save: +7 (+3 eff.) Poison immunity: +42% Disease immunity: +47% Life regen: +2.00 Stamina each turn: +0.30 Movement speed: +10% Amulets make your neck look great! |
In main hand | ![]() Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +32 Crit. chance: +20.0% Attack speed: 100% Firing range: +9 When this weapon hits: Shoot (10% chance level 1). Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Changes resistances penetration: +10% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() Powered by arcane forces Powered by steamtech 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Cun Physical save: +11 (+4 eff.) Spell save: +11 (+5 eff.) Steampower: +5 (+1 eff.) It can be used to generate a personal shield that absorbs up to 300 damage and damages attackers striking the wearer for 38 fire damage while it lasts (based on Cunning) Activation costs 24 power out of 24/24. This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
In off hand | ![]() Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x 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: +32 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 lightning Damage (radius 1) on hit: +90 20% chance of physical repulsion When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 44 Damage when hit (Melee): 4 lightning Changes resistances penetration: +15% lightning Changes damage: +15% lightning Talent granted: +1 Attune Mindstar Life regen: +0.70 Maximum life: +13.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +2 Str / +2 Con Changes resistances: +6% blight / +25% cold / +25% nature Physical save: +4 (+2 eff.) Life regen: +2.00 Maximum life: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +20 Defense: +14 (+4 eff.) Changes stats: +8 Cun Reduces incoming crit damage: 28.00% When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. This item has been sent to the Item's Vault. |
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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 577% 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 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: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 244 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. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Relgurain the steel amulet Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +7 Dex / +2 Mag / +5 Wil Changes resistances penetration: +25% blight Spell save: +9 (+5 eff.) Mana each turn: +0.19 Spellpower on spell critical (stacks up to 3 times): +10 Maximum mana: +27.00 Spellpower: +15 (+2 eff.) See invisible: +15 Amulets make your neck look great! |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +12% acid Changes resistances penetration: +5% mind / +5% fire Changes damage: +6% acid Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
![]() Writhing Ring of the Hunter 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. |
![]() psionicist's stralite ring of life Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Life regen: +14.00 Maximum life: +64.00 Healing mod.: +14% Rings make your fingers look great! |
![]() Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 180% Range: 1.5x Uses stat: 130% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +4.0% Armour: +6 Defense: +6 (+2 eff.) Changes stats: +2 Dex / +2 Con Changes damage: +8% all / +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% Spell crit. chance: +4% Mental crit. chance: +4% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
![]() acidic steel battleaxe of vileness (122% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 122% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 16% chance to reduce strength, dexterity, and constitution by 10 On weapon crit: * Splash the target with acid dealing 37 damage over 5 turns and reducing armor and accuracy by 5 Damage (Melee): +14 blight Massive two-handed battleaxes. |
![]() inquisitor's stralite battleaxe of shearing (155% power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 155% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * Deals 130 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +14 Changes resistances penetration: +13% all Massive two-handed battleaxes. |
![]() truestriking dwarven-steel battleaxe of the mystic (141% power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 142% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +19 (+5 eff.) Armour penetration: +10 Changes stats: +6 Mag / +5 Wil Changes resistances penetration: +14% physical Spellpower: +12 (+1 eff.) Massive two-handed battleaxes. |
![]() Oozeslicer the stralite dagger (133% power, 26 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +26 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 22 cold damage (1/turn) Damage Shield penetration (this weapon only): +15% Damage (Melee): +8 mind When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 73% Changes stats: +7 Mag / +6 Wil Changes resistances: +9% mind Changes resistances penetration: +21% cold Changes damage: +9% nature / +7% cold Spellpower: +11 (+1 eff.) Sharp, short and deadly. |
![]() Poltergeist's Icy Kill (143% power, 10 apr) Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 144% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +6 Cun / +6 Wil Changes resistances penetration: +10% all Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() chilling dwarven-steel dagger of crippling (112% power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 112% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +17 cold When wielded/worn: Physical crit. chance: +5.0% Sharp, short and deadly. |
![]() elemental stralite dagger of rage (135% power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 135% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 22 cold damage (1/turn) When wielded/worn: Accuracy: +20 (+6 eff.) Changes stats: +5 Str Changes resistances penetration: +9% cold Changes damage: +14% cold / +9% physical Sharp, short and deadly. |
![]() enhanced stralite dagger (138% power, 9 apr) Requires: - Dexterity 35 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 139% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Str / +5 Dex / +6 Mag / +6 Wil / +3 Cun / +6 Con Sharp, short and deadly. |
![]() Eilinywe the Carrionbane (167% power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 168% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +20 nature Damage (radius 2) on crit: +12 nature / +8 light When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +13 (+4 eff.) Damage when hit (Melee): 10 nature Changes damage: +18% darkness Disarm immunity: +49% Light radius: +3 Massive two-handed mauls. |
![]() inquisitor's stralite greatmaul of amnesia (163% power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 163% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) On weapon crit: * Deals 130 Manaburn damage and puts 1 random spell talent on cooldown for 6 turns (checks Confusion immunity) Massive two-handed mauls. |
![]() stralite greatmaul 'Thunderspitter' (177% power, 3 apr) Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Power: 177% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +12 lightning When wielded/worn: Damage when hit (Melee): 10 blight Changes stats: +6 Wil Changes resistances penetration: +15% blight Changes damage: +6% blight Critical mult.: +10.00% Spell save: +12 (+6 eff.) Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +2% Massive two-handed mauls. |
![]() Dairosafast the stralite greatsword (164% power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 164% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +13 fire Damage (radius 2) on crit: +8 arcane When wielded/worn: Changes stats: +11 Dex / +4 Mag / +6 Cun Changes damage: +6% arcane Light radius: +2 Massive two-handed swords. |
![]() acidic voratun greatsword of shearing (172% power, 4 apr) 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. Power: 173% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 37 damage over 5 turns and reducing armor and accuracy by 5 When wielded/worn: Accuracy: +26 (+7 eff.) Armour penetration: +13 Changes resistances penetration: +13% all Massive two-handed swords. |
![]() arcing iron greatsword of paradox (115% power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 115% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 22 damage Damage (Melee): +12 temporal When wielded/worn: Changes resistances: +9% temporal Massive two-handed swords. |
![]() chilling dwarven-steel greatsword of massacre (161% power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +24 cold Massive two-handed swords. |
![]() flaming stralite greatsword of erosion (160% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 161% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +13 nature Damage (radius 1) on hit: +13 fire Massive two-handed swords. |
![]() truestriking stralite greatsword of torment (158% power, 3 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 159% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +13 Changes resistances penetration: +14% physical Massive two-handed swords. |
![]() blazebringer's elven-wood longbow Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. 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: +9 Damage (radius 2) on crit: +33 fire When wielded/worn: Changes resistances penetration: +21% fire Global speed: +8% Longbows are used to shoot arrows at your foes. |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 39.58 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. Damage (Melee): +25 ice When wielded/worn: Physical crit. chance: +5.0% Damage when hit (Melee): 40 ice Changes resistances: +25% cold Changes damage: +10% all / +20% cold Spell crit. chance: +5% Mental crit. chance: +5% Ice block penetration: +35% No Winter Storm Active It can be used to precipitate ice walls (lasting 10 turns) within your Winter Storm's area Activation costs 30 power out of 40/40. The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
![]() acidic stralite longsword of massacre (148% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 149% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 37 damage over 5 turns and reducing armor and accuracy by 5 Sharp, long, and deadly. |
![]() elemental stralite longsword of crippling (139% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 139% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 22 cold damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Changes resistances penetration: +13% cold Changes damage: +16% cold Sharp, long, and deadly. |
![]() plaguebringer's stralite longsword of corruption (138% power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 139% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When this weapon hits: Curse of Death (20% chance level 4). When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 10 Damage (Melee): +6 blight When wielded/worn: Disease immunity: +14% Sharp, long, and deadly. |
![]() stralite longsword of shearing (139% power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 139% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +9 Changes resistances penetration: +9% all Sharp, long, and deadly. |
![]() truestriking stralite longsword of enduring (144% power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Power: 145% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Changes stats: +9 Con / +9 Wil Changes resistances penetration: +9% physical Maximum life: +34.00 Sharp, long, and deadly. |
![]() elemental stralite mace of crippling (144% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 4 Power: 145% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 22 lightning damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Changes resistances penetration: +9% lightning Changes damage: +16% lightning Blunt and deadly. |
![]() Islevena the pulsing mindstar (108% power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 108% Range: 1.1x 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: +32 Crit. chance: +10.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Changes stats: +7 Cun / +6 Con Talent granted: +1 Attune Mindstar Critical mult.: +9.00% Physical save: +15 (+5 eff.) Only die when reaching: -80.00 life Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Infravision radius: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() harmonious pulsing mindstar of balance (109% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 109% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances: +6% nature Changes resistances penetration: +6% nature Changes damage: +4% nature Talent mastery: +0.20 Wild-gift / Harmony Talent granted: +1 Attune Mindstar Physical save: +7 (+3 eff.) Spell save: +3 (+2 eff.) Mental save: +7 (+2 eff.) Equilibrium when hit: +1.70 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() hungering pulsing mindstar (107% power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Power: 107% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Talent granted: +1 Attune Mindstar Hate per kill: +2.00 Psi per kill: +4.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to inflict 156.40 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Activation puts all charms on cooldown for 20 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() cured leather sling of enduring Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +7 Con / +7 Wil Maximum life: +36.00 Slings are used to hurl stones or metal shots at your foes. |
![]() Wintergrit the ash magestaff (111% power, 3 apr, lightning element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +7 (+2 eff.) Effects on melee hit: * 20% chance to slow global speed by 73% * 20 arcane resource burn Damage when hit (Melee): 6 cold Changes resistances: +12% cold Changes resistances penetration: +25% acid Changes damage: +30% lightning Talent granted: +1 Command Staff Spellpower: +6 (+1 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 47.12 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() cruel elven-wood magestaff of power (129% power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +16.00% Spellpower: +28 (+3 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
![]() greater elven-wood magestaff (129% power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning / +25% cold / +25% arcane / +25% fire Talent granted: +1 Command Staff Spellpower: +19 (+2 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() greater elven-wood magestaff of fate (129% power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% lightning / +25% cold / +25% arcane / +25% fire Talent granted: +1 Command Staff Physical save: +9 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +12 (+4 eff.) Spellpower: +19 (+2 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
![]() infernal ash magestaff of channeling (111% power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 19 fire Changes damage: +15% fire Talent granted: +1 Command Staff Critical mult.: +19.00% Mana each turn: +0.16 Spellpower: +20 (+2 eff.) Spell crit. chance: +2% See invisible: +10 It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() infernal elm magestaff of wizardry (100% power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage (Melee): 18 fire Changes stats: +2 Mag / +2 Wil Changes damage: +10% arcane Talent granted: +1 Command Staff Critical mult.: +16.00% Maximum mana: +13.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +1% See invisible: +7 Staves designed for wielders of magic, by the greats of the art. |
![]() infernal elven-wood magestaff (129% power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 15 fire Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +25.00% Spellpower: +19 (+2 eff.) Spell crit. chance: +4% See invisible: +9 Staves designed for wielders of magic, by the greats of the art. |
![]() infernal elven-wood magestaff of channeling (129% power, 5 apr, arcane element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 19 fire Changes damage: +25% arcane Talent granted: +1 Command Staff Critical mult.: +27.00% Mana each turn: +0.37 Spellpower: +33 (+3 eff.) Spell crit. chance: +4% See invisible: +11 It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() infernal elven-wood magestaff of invocation (129% power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 24 fire Changes damage: +25% cold Talent granted: +1 Command Staff Critical mult.: +19.00% Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +24 (+3 eff.) Spell crit. chance: +4% See invisible: +12 It can be used to conjure elemental energy in a radius 8 cone, dealing 31.85 to 38.21 cold damage Activation puts all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() lifebinding dragonbone vilestaff of illumination (136% power, 6 apr, darkness element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +4 Con Changes damage: +30% darkness Talent granted: +1 Command Staff Life regen: +1.10 Spellpower: +22 (+2 eff.) Spell crit. chance: +5% Light radius: +3 Healing mod.: +10% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 47.12 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() magewarrior's short elm magestaff of fate (100% power, 2 apr, arcane element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Changes damage: +10% arcane Talent granted: +1 Command Staff Physical save: +6 (+2 eff.) Spell save: +7 (+4 eff.) Mental save: +7 (+2 eff.) Spellpower: +9 (+1 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
![]() surging ash magestaff of might (111% power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% arcane Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+1 eff.) Spell crit. chance: +9% Staves designed for wielders of magic, by the greats of the art. |
![]() void walker's elm magestaff of warding (100% power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +5 (+1 eff.) Changes resistances: +6% darkness / +7% temporal Maximum wards: +2 fire Changes damage: +10% fire Talents granted: +2 Ward +1 Command Staff Spellpower: +3 (+0 eff.) Spell crit. chance: +1% Defense after a teleport: +8 Resist all after a teleport: +7% New effects duration reduction after a teleport: +9% Staves designed for wielders of magic, by the greats of the art. |
![]() yew magestaff (120% power, 4 apr, cold element) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower: +9 (+1 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +10 Changes resistances penetration: +8% all / +11% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() stralite steamgun of piercing Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +8 Changes resistances penetration: +9% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Morningbender (65% power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 137% Range: 1.5x 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: +72 Damage (radius 1) on hit: +4 light Damage (radius 2) on crit: +12 arcane / +8 light Attacks use: 1.0 Steam When used to attack (with talents): Damage (radius 1) on hit: +8 arcane When wielded/worn: Accuracy: +8 (+3 eff.) Armour: +5 Defense: +17 (+5 eff.) Fatigue: +10% Changes stats: +7 Str / +6 Dex / +13 Mag / +14 Wil / +8 Cun / +9 Con Changes resistances: +5% arcane Changes damage: +3% light / +15% arcane Talent granted: +2 Block Disarm immunity: +37% Spellpower: +13 (+1 eff.) Light radius: +1 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! |
![]() Poltergeist's Viletooth (120% power, 12 apr) Requires: - Strength 20 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. [Unique] Type: weapon / steamsaw ; tier 2 Power: 121% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +3.0% Attack speed: 100% Block value: +40 On weapon hit: * may infect the target with a random disease Damage conversion: 50% blight Attacks use: 1.0 Steam When wielded/worn: Physical crit. chance: +2.0% Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Changes damage: +4% all Talent granted: +1 Block Spell crit. chance: +2% Mental crit. chance: +2% This aged looking saw is very rusty, and you think you see a thin layer of... something... on its blades. |
![]() balanced stralite steamsaw of the stars (65% power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 143% Range: 1.5x 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: +62 Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +13 light / +14 darkness When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +5 Defense: +16 (+5 eff.) Fatigue: +10% Changes stats: +4 Cun / +9 Mag Changes resistances: +14% light / +12% darkness Changes damage: +18% light / +14% darkness Talent granted: +2 Block Disarm immunity: +28% 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! |
![]() crackling iron steamsaw of the stars (65% power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Power: 99% Range: 1.5x Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +1.5% Attack speed: 100% Block value: +14 Attacks use: 1.0 Steam When used to attack (with talents): Damage (Melee): +11 lightning / +11 light / +11 darkness When wielded/worn: Armour: +2 Defense: +2 (+0 eff.) Fatigue: +4% Damage when hit (Melee): 3 lightning Changes stats: +1 Dex / +2 Cun / +1 Mag Changes resistances: +11% lightning / +11% light / +11% darkness Changes damage: +12% light / +11% darkness Talent granted: +1 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! |
![]() flaming stralite steamsaw of physical resistance (+15%) (136% power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 137% Range: 1.5x 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: +74 Damage (radius 1) on hit: +10 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes resistances: +15% physical Talent granted: +2 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! |
![]() quick voratun steamsaw of shearing (148% power, 0 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Power: 148% Range: 1.5x 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: +104 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +21 (+6 eff.) Armour penetration: +10 Armour: +6 Defense: +10 (+3 eff.) Fatigue: +12% Changes stats: +4 Dex Changes resistances penetration: +10% all Talent granted: +3 Block Combat speed: +10% 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! |
![]() stralite steamsaw of the stars (65% power, 0 apr) Requires: - Strength 35 - Talent Steam Pool Powered by arcane forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Power: 139% Range: 1.5x 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): +16 light / +18 darkness When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes stats: +4 Cun / +5 Mag Changes resistances: +12% light / +14% darkness Changes damage: +14% light / +14% darkness Talent granted: +2 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! |
![]() Teregorim (152% power, 5 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Power: 152% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 37 damage over 5 turns and reducing armor and accuracy by 5 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +6 Changes stats: +5 Con Changes resistances: +6% mind Changes resistances penetration: +8% physical Mental save: +3 (+1 eff.) Disease immunity: +20% Disarm immunity: +30% Only die when reaching: -40.00 life One-handed war axes. |
![]() arcing stralite waraxe of phasing (138% power, 18 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 139% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 22 damage Damage Shield penetration (this weapon only): +14% One-handed war axes. |
![]() caustic stralite waraxe of crippling (136% power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 137% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +34 acid / +25 nature When wielded/worn: Armour penetration: +9 Physical crit. chance: +11.0% Changes resistances penetration: +16% acid / +21% nature One-handed war axes. |
![]() caustic stralite waraxe of dampening (140% power, 5 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 141% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (radius 2) on crit: +5 acid / +26 nature When wielded/worn: Armour penetration: +10 Changes resistances: +9% acid / +11% lightning / +9% cold / +9% fire / +5% all Changes resistances penetration: +12% acid / +8% nature Spell save: +5 (+3 eff.) One-handed war axes. |
![]() caustic stralite waraxe of erosion (138% power, 5 apr) Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Power: 139% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +8 nature Damage (radius 2) on crit: +25 acid / +7 nature When wielded/worn: Armour penetration: +9 Changes resistances penetration: +17% acid / +17% nature One-handed war axes. |
![]() truestriking dwarven-steel waraxe of crippling (125% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 126% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +10 Physical crit. chance: +10.0% Changes resistances penetration: +10% physical One-handed war axes. |
![]() truestriking iron waraxe of shearing (103% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+4 eff.) Armour penetration: +12 Changes resistances penetration: +7% physical / +6% all One-handed war axes. |
![]() noble's hardened leather belt of the mystic Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Wil Damage against: +26% Summoned Reduced damage from: +23% Summoned Mental save: +8 (+2 eff.) Spellpower: +2 (+0 eff.) A belt that goes around your waist. |
![]() cashmere cloak of fog (8 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +8 (+2 eff.) Changes resistances: +14% light / +16% fire Stealth bonus: +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() shadow cashmere cloak of the voidstalker (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +25% darkness / +16% temporal Changes resistances penetration: +10% darkness Changes damage: +13% darkness Stealth bonus: +17 Defense after a teleport: +22 Resist all after a teleport: +12% New effects duration reduction after a teleport: +15% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Con Changes resistances: +22% acid / +9% temporal / +3% darkness / +6% light / +15% fire / +18% mind / +13% all Changes damage: +15% acid / +18% mind / +14% nature Poison immunity: +41% Disease immunity: +36% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() ancient elven-silk robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +3 Mag Changes resistances: +20% acid / +11% physical / +17% fire / +14% cold / +15% all Changes resistances penetration: +13% temporal / +9% physical Changes damage: +14% acid / +25% physical / +18% cold / +23% temporal / +12% fire Talent cooldown: Refit Golem (-3 turns) Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() silk robe 'Glacierpeal' (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Str / +5 Mag / +6 Wil Changes resistances: +13% lightning / +28% cold / +13% all Changes resistances penetration: +10% cold Changes damage: +16% lightning / +10% physical / +15% mind / +9% cold Mental save: +12 (+4 eff.) Psi when hit: +0.16 Mental crit. chance: +8% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy elven-silk robe of lightning (+25%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Effects when hit in melee: * 7% chance to slow global speed by 73% * 6 arcane resource burn Changes resistances: +25% lightning / +15% all Changes damage: +17% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven silk robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +5 Str / +4 Mag / +5 Wil Changes resistances: +13% lightning / +7% cold / +13% all Changes damage: +19% lightning / +5% physical / +17% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven silk robe of Linaniil (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Str / +4 Mag / +5 Wil Changes resistances: +9% lightning / +13% cold / +13% all Changes damage: +18% lightning / +20% physical / +19% cold Mana each turn: +0.18 Maximum mana: +52.00 Spellpower: +20 (+2 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+0 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() Wanderer's Rest (4 def, 0 armour) Infused by psionic forces 0.00 Encumbrance. [Unique] Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 (+1 eff.) Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Talent mastery: +0.20 Psionic / Augmented mobility Pinning immunity: +100% Movement speed: +10% It can be used to activate talent Telekinetic Leap (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
![]() insulating pair of dwarven-steel boots of rushing (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +2 Str / +3 Con Changes resistances: +8% fire / +11% cold It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() insulating pair of rough leather boots of rushing (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +3 Con Changes resistances: +7% fire / +6% cold It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() Infernowedge (0 def, 3 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce armor by 20% Damage (Melee): 9 cold Changes stats: +4 Cun / +2 Wil Changes resistances: +15% fire / +10% cold Changes resistances penetration: +20% acid Changes damage: +12% acid / +6% cold Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +2.00 When used to modify unarmed attacks: Power: 134% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Ice Breath (10% chance level 5). Damage (radius 2) on crit: +9 ice Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() heroic drakeskin leather gloves of archery (0 def, 7 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +10 Armour: +7 Changes stats: +2 Cun / +5 Dex Mental save: +12 (+4 eff.) Maximum life: +58.00 When used to modify unarmed attacks: Power: 142% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +14 Armour Penetration: +14 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Perfect Strike (15% chance level 5). When this weapon hits: Battle Shout (10% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() storm voratun gauntlets of dexterity (+3) (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +16 (+5 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 8 lightning Changes stats: +3 Dex Changes resistances: +6% lightning Changes damage: +9% lightning When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +15 Crit. chance: +18.0% Attack speed: 83% When this weapon hits: Lightning Breath (10% chance level 5). Damage (radius 2) on crit: +10 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
![]() voratun gauntlets of archery (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +9 Armour: +3 Fatigue: +5% Changes stats: +6 Cun / +5 Dex When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +11 Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 9 Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+1 eff.) Mindpower: +8 (+2 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() stabilizing hardened leather hat of absorption (0 def, 3 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Physical save: +15 (+5 eff.) Stamina when hit: +1.30 Equilibrium when hit: +1.30 A hat made of leather. Very stylish. |
![]() Hyrab the voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20 arcane resource burn Changes resistances: +15% acid / +9% temporal / +6% darkness / +26% cold / +3% lightning Changes resistances penetration: +20% acid Changes damage: +3% acid Spell save: +18 (+8 eff.) A suit of armour made of mail. |
![]() rejuvenating stralite mail armour of the deep (4 def, 12 armour) Requires: - Heavy armour training - Strength 38 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +12 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +8% acid / +13% cold Allows you to breathe in: water Life regen: +3.60 Stamina each turn: +2.10 A suit of armour made of mail. |
![]() searing stralite mail armour of delving (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Damage (Melee): 12 acid / 12 fire Damage when hit (Melee): 9 acid / 9 fire Changes stats: +4 Str Changes resistances: +18% acid / +19% fire / +18% darkness / +9% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 1.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() stralite mail armour of delving (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +7 Str Changes resistances: +14% darkness / +9% physical Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 1.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() Requires: - Strength 18 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes stats: +6 Str / +7 Wil / +5 Cun Changes resistances: +14% blight / +13% nature / +23% lightning Changes damage: +6% physical Reduced damage from: +8% Unnatural Physical save: +6 (+2 eff.) Mental save: +19 (+5 eff.) Only die when reaching: -80.00 life A suit of armour made of leather. |
![]() Salymira the Demonrune (12 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 10 darkness / 6 physical Changes stats: +2 Dex Changes resistances: +23% lightning / +15% mind Changes resistances penetration: +20% darkness / +25% physical Changes damage: +9% mind A suit of armour made of leather. |
![]() prismatic reinforced leather armour of delving (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes stats: +7 Str Changes resistances: +5% physical / +30% darkness / +10% light Light radius: +1 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 1.8 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() Hellsumbra the stralite plate armour (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +3 Cun Changes resistances: +15% temporal / +15% fire Changes resistances penetration: +15% fire Changes damage: +12% fire Psi when hit: +0.08 Mental crit. chance: +5% A suit of armour made of metal plates. |
![]() rejuvenating stralite plate armour of command (7 def, 19 armour) Requires: - Massive armour training - Strength 48 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +19 Defense: +7 (+2 eff.) Fatigue: +22% Changes stats: +3 Cun Mental save: +16 (+5 eff.) Life regen: +4.20 Stamina each turn: +1.00 A suit of armour made of metal plates. |
![]() searing dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Damage (Melee): 10 acid / 13 fire Damage when hit (Melee): 13 acid / 10 fire Changes resistances: +11% acid / +15% fire A suit of armour made of metal plates. |
![]() dispeller's mummy wrappings of protection (7 def, 5 armour) Powered by arcane forces Crafted by a master 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +5 Defense: +7 (+2 eff.) Fatigue: +2% Changes stats: +5 Mag Changes resistances: +9% lightning / +9% darkness / +10% blight / -16% fire / +8% cold / +8% light Changes damage: +15% cold / +15% arcane / +15% darkness Physical save: +35 (+12 eff.) Spell save: +20 (+8 eff.) Mental save: +14 (+4 eff.) Spellpower: +8 (+1 eff.) Decaying mummy wrappings. |
![]() mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+1 eff.) Fatigue: +2% Changes stats: +7 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +9 (+1 eff.) Decaying mummy wrappings. |
![]() scouring stralite shield of fire resistance (+10%) (0 def, 8 armour, 157% power, 134 block) Requires: - Shield usage training - Strength 35 Infused by arcane disrupting forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 158% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +134 When wielded/worn: Armour: +8 Fatigue: +8% Effects on melee hit: * 11 arcane resource burn Damage (Melee): 7 acid / 5 nature Effects when hit in melee: * 5 arcane resource burn Changes stats: +5 Con Changes resistances: +10% acid / +21% fire / +9% nature Talent granted: +1 Block Handheld deflection devices. |
![]() arcing quiver of elven-wood arrows (19/19, 154% power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 155% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 19 On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 22 damage 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 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 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 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 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. |
amazing fiery salve [power 25] amazing fiery salve [power 25]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 101% efficiency and 105% cooldown modifier. Activating this item is instant. It can be used to remove 3 magical effects and grants a fiery aura (25% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great pain suppressor salve [power 268] great pain suppressor salve [power 268]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 101% efficiency and 105% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -268 life and reduces all damage by 26% for 6 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
great water salve [power 22] great water salve [power 22]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 101% efficiency and 105% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (22% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple frost salve [power 13] simple frost salve [power 13]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 101% efficiency and 105% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (13% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 159] simple healing salve [power 159]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 101% efficiency and 105% cooldown modifier. It can be used to heal 159 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
![]() 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 35 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Power: 164% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +14.5% Capacity: 19 On weapon hit: * 20% chance to slow global speed by 73% * 20% chance to knock the target back 3 spaces and deal 304 physical damage On weapon crit: * Splash the target with acid dealing 37 damage over 5 turns and reducing armor and accuracy by 5 * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +26 physical / +12 fire Damage (radius 1) on hit: +8 nature / +8 fire Damage (radius 2) on crit: +4 nature When wielded/worn: Shots are used with slings to pummel your foes to death. |
![]() barbed pouch of stralite shots of daylight (21/21, 161% power, 5 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Power: 162% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +15.5% Capacity: 21 On weapon crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +9 light Damage against: +12% Undead Shots are used with slings to pummel your foes to death. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam 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. |
![]() innervating elven-wood wand of shielding [power 434] (20 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 434 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Reduce fatigue by 40% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Emelidanor the Cornac Psyshot level 32
39th Dusk 122nd year of Ascendancy at 07:08 see stats
By Emelidanor the Cornac Psyshot level 22
16th Dusk 122nd year of Ascendancy at 13:40 see stats
By Emelidanor the Cornac Psyshot level 27
26th Dusk 122nd year of Ascendancy at 20:13 see stats
By Emelidanor the Cornac Psyshot level 12
3rd Flare 122nd year of Ascendancy at 00:48 see stats
By Emelidanor the Cornac Psyshot level 23
20th Dusk 122nd year of Ascendancy at 19:17 see stats
By Emelidanor the Cornac Psyshot level 31
35th Dusk 122nd year of Ascendancy at 07:22 see stats
By Emelidanor the Cornac Psyshot level 20
15th Dusk 122nd year of Ascendancy at 02:47 see stats
By Emelidanor the Cornac Psyshot level 10
8th Mirth 122nd year of Ascendancy at 20:49 see stats
By Emelidanor the Cornac Psyshot level 20
12nd Dusk 122nd year of Ascendancy at 08:02 see stats
By Emelidanor the Cornac Psyshot level 30
31st Dusk 122nd year of Ascendancy at 12:12 see stats
By Emelidanor the Cornac Psyshot level 33
40th Dusk 122nd year of Ascendancy at 12:13 see stats
By Emelidanor the Cornac Psyshot level 25
25th Dusk 122nd year of Ascendancy at 16:08 see stats
By Emelidanor the Cornac Psyshot level 29
29th Dusk 122nd year of Ascendancy at 18:22 see stats
By Emelidanor the Cornac Psyshot level 20
12nd Dusk 122nd year of Ascendancy at 17:08 see stats
By Emelidanor the Cornac Psyshot level 33
44th Dusk 122nd year of Ascendancy at 01:13 see stats
Log
Emelidanor's Shoot hits Fire wyrm for 245 physical damage.
Emelidanor hits Fire wyrm for 325 mind, 4 lightning (329 total damage).
Mechanical Arms performs a melee critical strike against Fire wyrm!
Fire wyrm's is vulnerable to attacks and effects!
Talent Psyshot is ready to use.
Melee retaliation hits Emelidanor for (7 flat reduction), 0 fire (0 total damage).
Mechanical Arms hits Fire wyrm for 178 mind, 4 lightning (182 total damage).
You collect a new ingredient: vial of fire wyrm saliva (1).
Deep Wound from Emelidanor hits Fire wyrm for 113 physical damage.
Deep Wound from Emelidanor killed Fire wyrm!
You pickup 3.05 gold pieces.
You pickup 0.90 gold pieces.
The psionic shield around Emelidanor crumbles.
Resting starts...
Talent Improved Gestalt is ready to use.
Talent Explosive Shell is ready to use.
Rested for 6 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 81 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a next level here (press '' or right click to use).
Ran for 42 turns (stop reason: at exit).
Emelidanor deactivates her cloak's restoration systems.
A psionic shield forms around Emelidanor.