Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
Addons | IndieRoyale Bonus 1.0.4 Infinite500: Revised high level play for ToME v1.10b 1.0.4 Items Vault 1.0.3 Faster Run/Rest/Explore 1.0.4 |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Yeek |
Class | Mindslayer |
Level / Exp | 50 / 219% |
Size | small |
Lifes / Deaths | Killed by Fëalunë at level 50 on the 72nd Pyre 123rd year of Ascendancy at 09:20 / 1 |
Primary Stats
Strength | 2136 (base 14) |
Dexterity | 2142 (base 10) |
Constitution | 519 (base 10) |
Magic | 514 (base 10) |
Willpower | 529 (base 14) |
Cunning | 537 (base 14) |
Resources
Life | 100263/100263 |
Psi | 99830/99830 |
Equilibrium | 0 |
Healing Factor | 1.1 |
Regeneration | 110000.275 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +45% |
Spell | 0% |
Global | +115.04665686197% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 70 |
Offense: Mainhand
Damage | 43982 |
Accuracy | 426 |
Crit Chance | 332% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 133.42857142857 |
Crit Chance | 100% |
Speed | 1 |
Offense: Mind
Mindpower | 205.19090909091 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Mind | +10% |
Light | +10% |
All | 0% |
Blight | +4% |
Physical | +17% |
Cold | +15% |
Nature | +25% |
Offense: Damage Penetration
Physical | +9% |
Defense: Base
Armour (hardiness) | 2073.848 (100%) |
Defense | 188.86 |
Ranged Defense | 188.86 |
Fatigue | 6 |
Physical Save | 194.155 |
Spell Save | 128.33571428571 |
Mental Save | 136.91428571429 |
Defense: Resistances
Acid | + 23%( 70%) |
Light | + 40%( 70%) |
Mind | + 27%( 70%) |
Nature | + 31%( 70%) |
Physical | + 26%( 70%) |
Cold | + 27%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Confusion Resistance | 95% |
Stun Resistance | 50% |
Disarm Resistance | 100% |
Silence Resistance | 60% |
Inscriptions (2/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Class Talents
Psionic / Absorption | 242.42 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Psionic / Grip | 242.62 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Augmented mobility | 242.42 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Psionic / Focus | 242.42 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Psionic / Projection | 242.42 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Psionic / Psi-fighting | 242.42 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 242.42 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Mental discipline | 242.42 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 242.72 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 0.70 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Voracity | 242.62 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Yeek | 242.42 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Psionic / Finer energy manipulations | 242.42 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Augmentation |
talent | Kinetic Aura |
talent | Charged Shield |
talent | Charged Aura |
talent | Deflect Projectiles |
talent | Kinetic Shield |
talent | Beyond the Flesh |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you gained talent category Technique / Mobility (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have been tasked to remove two threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlYou talked for a while and it seems she has a crush on you. Melinda decided to come live with you in your Fortress. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 329. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed storm wyrm claw. * You've found the needed length of troll intestine. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * You have destroyed Grushnak. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | hungering living mindstar of sand (16.5-18.15 power, 40 apr, nature damage) hungering living mindstar of sand (16.5-18.15 power, 40 apr, nature damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 9 physical Changes resistances: +8% physical Changes resistances penetration: +9% physical Changes damage: +9% physical Talent masteries: +0.20 Psionic / Voracity +0.20 Cursed / Dark sustenance Hate per kill: +5.00 Psi per kill: +5.00 Mindpower: +5 Mental crit. chance: +5% It can be used to inflict mind damage; gain psi and hate, placing all other charms into a 1 cooldown. 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. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 1 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 4 It is part of a set of items. When wielded/worn: Armour: +9 Defense: +5 Fatigue: +10% Changes stats: +5 Str / -4 Lck / +5 Con It can be used to activate talent Warshout (costing 2 power out of 45/45) : Effective talent level: 2.0 Power cost: 2 out of 45/45. Range: melee/personal Travel Speed: instantaneous Description: Shout your warcry in a frontal cone of radius 5. Any targets caught inside will be confused for 5 turns. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
On feet | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)Infused by psionic forces 0.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Defense: +4 Fatigue: -10% Changes stats: +3 Dex Changes resistances: +5% physical Pinning immunity: +100% Movement speed: +25% It can be used to activate talent Telekinetic Leap (costing 1 power out of 18/18) : Effective talent level: 969.7 Power cost: 1 out of 18/18. Range: 30.00 Travel Speed: instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 30 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | warrior's gold ring warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
On fingers | Ring of the Dead Ring of the DeadInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | Legacy of the Naloren (84-117.6 power, 20 apr) Legacy of the Naloren (84-117.6 power, 20 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 84.0 - 117.6 Uses stat: 140% Str Damage type: Physical Armour Penetration: +20 Physical crit. chance: +20.0% Attack speed: 100% When this weapon hits: Stunning Blow (10% chance level 1). When this weapon hits: Spit Poison (10% chance level 5). When this weapon hits: Silence (10% chance level 3). When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / +10 Lck Changes resistances: +15% cold / +10% acid / +20% nature Changes damage: +25% nature / +15% cold / +10% mind Talent masteries: +0.30 Technique / Combat techniques +0.30 Technique / Combat training +0.30 Psionic / Psychic Assault Talents cooldown: Spit Poison (-2 turns) Rush (-3 turns) Mindpower: +12 Mental crit. chance: +12% Light radius: +2 It can be used to activate talent Implode (costing 2 power out of 60/60) : Effective talent level: 485.2 Power cost: 2 out of 60/60. Range: 24.00 Travel Speed: instantaneous Is: a mind power Description: Crush the target mercilessly with constant, bone-shattering pressure, slowing it by 50% for 302 turns and dealing 7646 damage each turn. The duration and damage will improve with your Mindpower. The use of a telekinetically-wielded gem or mindstar as a focus will improve the effects of this talent considerably. This incredibly beautiful-and powerful-trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
On hands | Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 Changes stats: +3 Str / +3 Cun / +3 Wil Changes damage: +8% physical Talent masteries: +0.20 Psionic / Grip +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 It can be used to activate talent Mindhook (costing 1 power out of 24/24) : Effective talent level: 969.7 Power cost: 1 out of 24/24. Range: 30.00 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 30 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Around waist | skylord's drakeskin leather belt of the mind skylord's drakeskin leather belt of the mindInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +4 Str / +4 Dex / +3 Wil / +4 Cun Physical save: +12 Spell save: +13 Mental save: +15 Mindpower: +12 A belt that goes around your waist. |
Cloak | Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 Spell save: +10 Mental save: +10 Mindpower: +6 The wearer is asleep. Lucid-Dreamer:This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 1 power out of 25/25) : Effective talent level: 3.3 Power cost: 1 out of 25/25. Range: 7.00 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 200 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Main armor | spiked voratun plate armour (9 def, 16 armour) spiked voratun plate armour (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Damage when the wearer is hit: 19 physical A suit of armour made of metal plates. |
Inventory
regeneration infusion of the titan (heal 1824 over 5 turns) regeneration infusion of the titan (heal 1824 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 1824 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Rune of the Rift (2266.00 temporal damage, removed from time 4 turns) Rune of the Rift (2266.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 2266.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Charslice the gold amulet Charslice the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +4 Cun / +5 Con Damage when the wearer is hit: 4 arcane Changes resistances: +19% temporal / +12% cold Changes damage: +12% fire Allows you to breathe in: water Knockback immunity: +28% Amulets can have magical properties. |
grounding gold amulet grounding gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +32% Amulets can have magical properties. |
marksman's gold ring marksman's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 Changes stats: +4 Dex Rings can have magical properties. |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour: +6 Defense: +6 Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Stun/Freeze immunity: +30% Knockback immunity: +30% 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. |
Eksatin's Ultimatum (68-102 power, 7 apr) Eksatin's Ultimatum (68-102 power, 7 apr)Requires: - Strength 50 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 68.0 - 102.0 Uses stat: 130% Str Damage type: Physical Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 100% Special effect when this weapon crits: decapitate a weakened target When wielded/worn: Armour: +6 Defense: +6 Changes stats: +2 Dex / +2 Con Changes damage: +10% physical Critical mult.: +25.00% It can be used to activate talent Perfect Strike (costing 2 power out of 30/30) : Effective talent level: 2.6 Power cost: 2 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +72 accuracy and allowing you to attack creatures you cannot see without penalty for the next 3 turns. This gore stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Life Drinker (42-54.6 power, 11 apr) Life Drinker (42-54.6 power, 11 apr)Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 55% Mag, 35% Str Damage type: Physical Armour Penetration: +11 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +25 Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 2 power out of 50/50) : Effective talent level: 2.0 Power cost: 2 out of 50/50. Range: 6.00 Travel Speed: 600% of base Is: a spell Description: Infects the target with parasitic carrion worm larvae for 6 turns. Each turn the disease will remove a beneficial physical effect and deal 25.67 acid and 26.70 blight damage. If not cleared after five turns it will inflict 314.99 acid damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Black blood for foul deads. This dagger serves evil. |
balanced dwarven-steel dagger of crippling (19-24.7 power, 7 apr) balanced dwarven-steel dagger of crippling (19-24.7 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Accuracy: +6 Physical crit. chance: +6.0% Defense: +7 Sharp, short and deadly. |
Genocide (42-67.2 power, 4 apr) Genocide (42-67.2 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Str / +7 Dex Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
iron greatsword (11-17.6 power, 1 apr) iron greatsword (11-17.6 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 11.0 - 17.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
huntsman's dwarven-steel longsword of purging (20-28 power, 4 apr) huntsman's dwarven-steel longsword of purging (20-28 power, 4 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits: +21 nature Damage against: +17% Animal Sharp, long, and deadly. |
Eye of the Wyrm (16-17.6 power, 24 apr, physical damage) Eye of the Wyrm (16-17.6 power, 24 apr, physical damage)Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 16.0 - 17.6 Uses stats: 40% Wil, 20% Str, 10% Cun Damage type: Physical Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% fire / 18% cold / 18% lightning / 18% acid When wielded/worn: Changes resistances: +8% physical / +8% fire / +8% cold / +8% lightning / +8% acid Changes damage: +8% physical / +8% fire / +8% cold / +8% lightning / +8% acid Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +9 Mental crit. chance: +7% It can be used to activate talent Sand Breath (costing 2 power out of 30/30) : Effective talent level: 4.0 Power cost: 2 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe sand in a frontal cone of radius 8. Any target caught in the area will take 2942.36 physical damage, and be blinded for 6 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in sand drake talents also increases your physical resistance by 0.5%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
gifted thorny mindstar of life (9.5-10.45 power, 24 apr, mind damage) gifted thorny mindstar of life (9.5-10.45 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 40% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Life regen: +0.70 Maximum life: +12.00 Mindpower: +7 Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2.5-2.75 power, 12 apr, mind damage) mossy mindstar (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +1 Mental crit. chance: +1% 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. |
pulsing mindstar (13-14.3 power, 32 apr, mind damage) pulsing mindstar (13-14.3 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mindpower: +4 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. |
pulsing mindstar of balance (12.5-13.75 power, 32 apr, nature damage) pulsing mindstar of balance (12.5-13.75 power, 32 apr, nature damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 45% Wil, 25% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Physical save: +6 Spell save: +3 Mental save: +3 Equilibrium when hit: +2.00 Mindpower: +4 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. |
thorny mindstar of life (8.5-9.35 power, 24 apr, mind damage) thorny mindstar of life (8.5-9.35 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Life regen: +0.80 Maximum life: +13.00 Mindpower: +3 Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of life (8.5-9.35 power, 24 apr, mind damage) thorny mindstar of life (8.5-9.35 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Life regen: +0.50 Maximum life: +10.00 Mindpower: +3 Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's pulsing mindstar of balance (13-14.3 power, 32 apr, mind damage) wyrm's pulsing mindstar of balance (13-14.3 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 It is part of a set of items. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +32 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage when the wearer is hit: 6 physical / 6 fire / 7 cold / 6 lightning / 6 acid Changes resistances: +5% physical / +7% fire / +6% cold / +4% lightning / +6% acid Physical save: +3 Spell save: +6 Mental save: +7 Equilibrium when hit: +1.60 Mindpower: +4 Mental crit. chance: +4% It can be used to call the drake in an elemental mindstar (this will remove other set bonuses), placing all other charms into a 1 cooldown. 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. |
The River's Fury (23-32.2 power, 8 apr) The River's Fury (23-32.2 power, 8 apr)Requires: - Strength 12 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +8 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +15 cold When wielded/worn: Accuracy: +10 Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 4 power out of 80/80) : Effective talent level: 1.0 Power cost: 4 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 40.40 cold damage and 41.10 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly here the roar of a rushing river. |
Trident of the Tides (80-112 power, 20 apr) Trident of the Tides (80-112 power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 140% Str Damage type: Physical Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage when this weapon hits: +20 nature / +15 cold When wielded/worn: Accuracy: +10 Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). It can be used to activate talent Freeze (costing 3 power out of 150/150) : Effective talent level: 3.0 Power cost: 3 out of 150/150. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 440.21. The damage will increase with your Spellpower. The power of the tides rushing through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
acidic deep-steel trident of daylight (26-41.6 power, 10 apr) acidic deep-steel trident of daylight (26-41.6 power, 10 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +9 acid / +8 light Damage against: +6% Undead A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
acidic orichalcum trident of rage (51.5-82.4 power, 16 apr) acidic orichalcum trident of rage (51.5-82.4 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 51.5 - 82.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +24 acid When wielded/worn: Accuracy: +18 Changes stats: +9 Str Changes damage: +17% physical Stamina when hit: +3.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
acidic orichalcum trident of the mystic (54.5-87.2 power, 16 apr) acidic orichalcum trident of the mystic (54.5-87.2 power, 16 apr)Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.5 - 87.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +24 acid When wielded/worn: Changes stats: +9 Mag / +9 Wil Spellpower: +18 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
acidic orite trident of rage (40-64 power, 13 apr) acidic orite trident of rage (40-64 power, 13 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +11 acid When wielded/worn: Accuracy: +16 Changes stats: +6 Str Changes damage: +16% physical Stamina when hit: +3.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
acidic orite trident of ruin (43-68.8 power, 13 apr) acidic orite trident of ruin (43-68.8 power, 13 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 43.0 - 68.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon crits: splashes the target with acid Damage when this weapon hits: +15 acid When wielded/worn: Armour penetration: +12 Physical crit. chance: +15.0% Critical mult.: +22.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing deep-steel trident of the mystic (28.5-45.6 power, 10 apr) arcing deep-steel trident of the mystic (28.5-45.6 power, 10 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 28.5 - 45.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +17 lightning When wielded/worn: Changes stats: +6 Mag / +5 Wil Spellpower: +14 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing orite trident (40.5-64.8 power, 13 apr) arcing orite trident (40.5-64.8 power, 13 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.5 - 64.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +21 lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing orite trident of gravity (39.5-63.2 power, 13 apr) arcing orite trident of gravity (39.5-63.2 power, 13 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 39.5 - 63.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +18 lightning / +21 gravity When wielded/worn: Changes damage: +16% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing orite trident of massacre (54-86.4 power, 13 apr) arcing orite trident of massacre (54-86.4 power, 13 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 54.0 - 86.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +15 lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing orite trident of rage (38-60.8 power, 13 apr) arcing orite trident of rage (38-60.8 power, 13 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +17 lightning When wielded/worn: Accuracy: +16 Changes stats: +6 Str Changes damage: +15% physical Stamina when hit: +3.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing orite trident of the mystic (40-64 power, 13 apr) arcing orite trident of the mystic (40-64 power, 13 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +18 lightning When wielded/worn: Changes stats: +6 Mag / +6 Wil Spellpower: +16 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing orite trident of vileness (39.5-63.2 power, 13 apr) arcing orite trident of vileness (39.5-63.2 power, 13 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 39.5 - 63.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +21 lightning / +20 blight Burst (radius 2) on crit: +30 corrupted blood A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
balanced deep-steel trident of the mystic (25.5-40.8 power, 10 apr) balanced deep-steel trident of the mystic (25.5-40.8 power, 10 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 25.5 - 40.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +11 Defense: +14 Changes stats: +5 Mag / +5 Wil Spellpower: +12 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
balanced orite trident of disruption (36.5-58.4 power, 13 apr) balanced orite trident of disruption (36.5-58.4 power, 13 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: disrupts spell-casting Damage against: +28% Undead / +28% Construct When wielded/worn: Accuracy: +8 Defense: +11 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
balanced orite trident of rage (42-67.2 power, 13 apr) balanced orite trident of rage (42-67.2 power, 13 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +26 Defense: +14 Changes stats: +6 Str Changes damage: +12% physical Stamina when hit: +3.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blazebringer's deep-steel trident of crippling (26-41.6 power, 10 apr) blazebringer's deep-steel trident of crippling (26-41.6 power, 10 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage conversion: 48% fire When wielded/worn: Physical crit. chance: +14.0% Changes resistances penetration: +14% fire Global speed: +4% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blazebringer's deep-steel trident of rage (26-41.6 power, 10 apr) blazebringer's deep-steel trident of rage (26-41.6 power, 10 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% Damage conversion: 44% fire When wielded/worn: Accuracy: +14 Changes stats: +5 Str Changes resistances penetration: +9% fire Changes damage: +12% physical Stamina when hit: +3.00 Global speed: +3% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blazebringer's orichalcum trident of evisceration (55.5-88.8 power, 16 apr) blazebringer's orichalcum trident of evisceration (55.5-88.8 power, 16 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 55.5 - 88.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: wounds the target Damage conversion: 56% fire When wielded/worn: Physical crit. chance: +18.0% Physical power: +18 Changes resistances penetration: +18% fire Global speed: +7% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blazebringer's orichalcum trident of ruin (55-88 power, 16 apr) blazebringer's orichalcum trident of ruin (55-88 power, 16 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 55.0 - 88.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% Damage conversion: 60% fire When wielded/worn: Armour penetration: +18 Physical crit. chance: +18.0% Changes resistances penetration: +18% fire Critical mult.: +23.00% Global speed: +6% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
caustic orite trident (44-70.4 power, 13 apr) caustic orite trident (44-70.4 power, 13 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 44.0 - 70.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Damage conversion: 50% acid blind When wielded/worn: Changes resistances penetration: +16% acid Life regen: +3.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
coral trident (10-16 power, 6 apr) coral trident (10-16 power, 6 apr)Requires: - Strength 11 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 10.0 - 16.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +6 Physical crit. chance: +1.5% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
deep-steel trident (30-48 power, 10 apr) deep-steel trident (30-48 power, 10 apr)Requires: - Strength 24 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 30.0 - 48.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
deep-steel trident of corruption (24.5-39.2 power, 10 apr) deep-steel trident of corruption (24.5-39.2 power, 10 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 24.5 - 39.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon hits: 20% chance to curse the target Damage when this weapon hits: +16 darkness / +14 blight A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
deep-steel trident of corruption (25-40 power, 10 apr) deep-steel trident of corruption (25-40 power, 10 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon hits: 20% chance to curse the target Damage when this weapon hits: +12 darkness / +12 blight A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
deep-steel trident of evisceration (27-43.2 power, 10 apr) deep-steel trident of evisceration (27-43.2 power, 10 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 27.0 - 43.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: wounds the target When wielded/worn: Physical crit. chance: +12.0% Physical power: +12 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
deep-steel trident of the mystic (27.5-44 power, 10 apr) deep-steel trident of the mystic (27.5-44 power, 10 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 27.5 - 44.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +5 Wil Spellpower: +11 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental deep-steel trident of paradox (27.5-44 power, 10 apr) elemental deep-steel trident of paradox (27.5-44 power, 10 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 27.5 - 44.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon hits: random elemental effect Damage when this weapon hits: +16 temporal Damage conversion: 23% fire / 21% cold / 22% lightning / 22% acid When wielded/worn: Damage when the wearer is hit: 12 temporal Changes resistances: +16% temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental orite trident of ruin (37.5-60 power, 13 apr) elemental orite trident of ruin (37.5-60 power, 13 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: random elemental effect Damage conversion: 27% fire / 27% cold / 23% lightning / 24% acid When wielded/worn: Armour penetration: +11 Physical crit. chance: +16.0% Critical mult.: +22.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental orite trident of the mystic (40-64 power, 13 apr) elemental orite trident of the mystic (40-64 power, 13 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: random elemental effect Damage conversion: 24% fire / 26% cold / 24% lightning / 26% acid When wielded/worn: Changes stats: +6 Mag / +8 Wil Spellpower: +11 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental orite trident of the mystic (39-62.4 power, 13 apr) elemental orite trident of the mystic (39-62.4 power, 13 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 39.0 - 62.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: random elemental effect Damage conversion: 26% fire / 21% cold / 16% lightning / 27% acid When wielded/worn: Changes stats: +8 Mag / +6 Wil Spellpower: +10 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
flaming deep-steel trident of shearing (28-44.8 power, 10 apr) flaming deep-steel trident of shearing (28-44.8 power, 10 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 28.0 - 44.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% Burst (radius 1) on hit: +17 fire When wielded/worn: Armour penetration: +12 Changes resistances penetration: +14% physical Changes damage: +12% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
flaming orite trident of paradox (41-65.6 power, 13 apr) flaming orite trident of paradox (41-65.6 power, 13 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 41.0 - 65.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +21 temporal Burst (radius 1) on hit: +16 fire When wielded/worn: Damage when the wearer is hit: 21 temporal Changes resistances: +14% temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
flaming orite trident of vileness (36.5-58.4 power, 13 apr) flaming orite trident of vileness (36.5-58.4 power, 13 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +11 blight Burst (radius 1) on hit: +21 fire Burst (radius 2) on crit: +27 corrupted blood A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
glacial orite trident of disruption (40-64 power, 13 apr) glacial orite trident of disruption (40-64 power, 13 apr)Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: disrupts spell-casting Damage conversion: 42% ice Damage against: +30% Undead / +30% Construct When wielded/worn: Armour: +16 Changes resistances penetration: +11% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
glacial orite trident of massacre (57-91.2 power, 13 apr) glacial orite trident of massacre (57-91.2 power, 13 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 57.0 - 91.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Damage conversion: 54% ice When wielded/worn: Armour: +16 Changes resistances penetration: +16% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
glacial orite trident of massacre (57.5-92 power, 13 apr) glacial orite trident of massacre (57.5-92 power, 13 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 57.5 - 92.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Damage conversion: 45% ice When wielded/worn: Armour: +11 Changes resistances penetration: +14% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
glacial orite trident of nature (43-68.8 power, 13 apr) glacial orite trident of nature (43-68.8 power, 13 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 43.0 - 68.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Damage conversion: 54% nature / 54% ice When wielded/worn: Armour: +16 Changes resistances: +11% all Changes resistances penetration: +16% nature / +16% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
hateful deep-steel trident of crippling (27-43.2 power, 10 apr) hateful deep-steel trident of crippling (27-43.2 power, 10 apr)Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 27.0 - 43.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +17 darkness Damage against: +24% Humanoid When wielded/worn: Physical crit. chance: +12.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
huntsman's deep-steel trident of phasing (27-43.2 power, 24 apr) huntsman's deep-steel trident of phasing (27-43.2 power, 24 apr)Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 27.0 - 43.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +24 Physical crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +46% Damage when this weapon hits: +11 nature Damage against: +6% Animal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
huntsman's orite trident of crippling (43.5-69.6 power, 13 apr) huntsman's orite trident of crippling (43.5-69.6 power, 13 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 43.5 - 69.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +16 nature Damage against: +30% Animal When wielded/worn: Physical crit. chance: +14.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
icy deep-steel trident of crippling (27.5-44 power, 10 apr) icy deep-steel trident of crippling (27.5-44 power, 10 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 27.5 - 44.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +17 ice When wielded/worn: Physical crit. chance: +11.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
icy orite trident of ruin (36.5-58.4 power, 13 apr) icy orite trident of ruin (36.5-58.4 power, 13 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +16 ice When wielded/worn: Armour penetration: +16 Physical crit. chance: +16.0% Critical mult.: +18.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
icy orite trident of torment (41.5-66.4 power, 13 apr) icy orite trident of torment (41.5-66.4 power, 13 apr)Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 41.5 - 66.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: 20% chance to torment the target Damage when this weapon hits: +16 ice When wielded/worn: Changes resistances penetration: +15% mind / +16% darkness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
insidious deep-steel trident of purging (26-41.6 power, 10 apr) insidious deep-steel trident of purging (26-41.6 power, 10 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 26.0 - 41.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits: +16 nature / +44 insidious poison A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
insidious orichalcum trident of evisceration (53-84.8 power, 16 apr) insidious orichalcum trident of evisceration (53-84.8 power, 16 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.0 - 84.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% Special effect when this weapon crits: wounds the target Damage when this weapon hits: +70 insidious poison When wielded/worn: Physical crit. chance: +18.0% Physical power: +18 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
insidious orite trident of projection (41-65.6 power, 13 apr) insidious orite trident of projection (41-65.6 power, 13 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 41.0 - 65.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +21 mind / +59 insidious poison It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 1 cooldown. A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
manaburning orite trident of crippling (40-64 power, 13 apr) manaburning orite trident of crippling (40-64 power, 13 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +30 manaburn When wielded/worn: Physical crit. chance: +16.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident (39-62.4 power, 13 apr) orite trident (39-62.4 power, 13 apr)Requires: - Strength 35 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 39.0 - 62.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident (36-57.6 power, 13 apr) orite trident (36-57.6 power, 13 apr)Requires: - Strength 35 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident (38.5-61.6 power, 13 apr) orite trident (38.5-61.6 power, 13 apr)Requires: - Strength 35 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 38.5 - 61.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident of gravity (42-67.2 power, 13 apr) orite trident of gravity (42-67.2 power, 13 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +20 gravity When wielded/worn: Changes damage: +16% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident of ruin (42-67.2 power, 13 apr) orite trident of ruin (42-67.2 power, 13 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +16 Physical crit. chance: +16.0% Critical mult.: +22.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident of shearing (41.5-66.4 power, 13 apr) orite trident of shearing (41.5-66.4 power, 13 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 41.5 - 66.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +16 Changes resistances penetration: +16% physical Changes damage: +16% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident of the mystic (38.5-61.6 power, 13 apr) orite trident of the mystic (38.5-61.6 power, 13 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 38.5 - 61.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +8 Wil Spellpower: +12 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
plaguebringer's orite trident of corruption (37.5-60 power, 13 apr) plaguebringer's orite trident of corruption (37.5-60 power, 13 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Special effect when this weapon hits: 20% chance to curse the target Damage when this weapon hits: +21 darkness / +42 blight When wielded/worn: Disease immunity: +33% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
plaguebringer's orite trident of the mystic (43-68.8 power, 13 apr) plaguebringer's orite trident of the mystic (43-68.8 power, 13 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 43.0 - 68.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 1). Damage when this weapon hits: +21 blight When wielded/worn: Changes stats: +8 Mag / +8 Wil Disease immunity: +32% Spellpower: +15 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
psychic's orichalcum trident of shearing (53-84.8 power, 16 apr) psychic's orichalcum trident of shearing (53-84.8 power, 16 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.0 - 84.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Armour penetration: +18 Changes stats: +9 Cun / +9 Wil Changes resistances penetration: +16% physical Changes damage: +12% physical Mindpower: +12 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
psychic's orichalcum trident of the mystic (51.5-82.4 power, 16 apr) psychic's orichalcum trident of the mystic (51.5-82.4 power, 16 apr)Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 51.5 - 82.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +18 Wil / +6 Cun Spellpower: +17 Mindpower: +17 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
psychic's orite trident of evisceration (43-68.8 power, 13 apr) psychic's orite trident of evisceration (43-68.8 power, 13 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 43.0 - 68.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon crits: wounds the target When wielded/worn: Physical crit. chance: +11.0% Physical power: +15 Changes stats: +6 Cun / +6 Wil Mindpower: +16 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
psychic's orite trident of massacre (54.5-87.2 power, 13 apr) psychic's orite trident of massacre (54.5-87.2 power, 13 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 54.5 - 87.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Wil Mindpower: +16 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
psychic's orite trident of nature (40-64 power, 13 apr) psychic's orite trident of nature (40-64 power, 13 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Damage conversion: 48% nature When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +10% all Changes resistances penetration: +16% nature Mindpower: +14 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
psychic's orite trident of shearing (41.5-66.4 power, 13 apr) psychic's orite trident of shearing (41.5-66.4 power, 13 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 41.5 - 66.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +16 Changes stats: +8 Cun / +8 Wil Changes resistances penetration: +16% physical Changes damage: +15% physical Mindpower: +16 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
psychic's orite trident of the mystic (40-64 power, 13 apr) psychic's orite trident of the mystic (40-64 power, 13 apr)Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +12 Wil / +6 Cun Spellpower: +16 Mindpower: +12 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick deep-steel trident (27.5-44 power, 10 apr) quick deep-steel trident (27.5-44 power, 10 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 27.5 - 44.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 90% When wielded/worn: Accuracy: +12 Changes stats: +5 Dex A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick deep-steel trident of crippling (27.5-44 power, 10 apr) quick deep-steel trident of crippling (27.5-44 power, 10 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 27.5 - 44.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 90% Special effect when this weapon crits: cripple the target When wielded/worn: Accuracy: +11 Physical crit. chance: +10.0% Changes stats: +6 Dex A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orichalcum trident of crippling (55.5-88.8 power, 16 apr) quick orichalcum trident of crippling (55.5-88.8 power, 16 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 55.5 - 88.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 90% Special effect when this weapon crits: cripple the target When wielded/worn: Accuracy: +14 Physical crit. chance: +18.0% Changes stats: +9 Dex A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orichalcum trident of torment (53.5-85.6 power, 16 apr) quick orichalcum trident of torment (53.5-85.6 power, 16 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 53.5 - 85.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +16 Physical crit. chance: +4.0% Attack speed: 90% Special effect when this weapon hits: 20% chance to torment the target When wielded/worn: Accuracy: +18 Changes stats: +9 Dex Changes resistances penetration: +17% mind / +18% darkness A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orite trident (39-62.4 power, 13 apr) quick orite trident (39-62.4 power, 13 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 39.0 - 62.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 90% When wielded/worn: Accuracy: +16 Changes stats: +6 Dex A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orite trident (43-68.8 power, 13 apr) quick orite trident (43-68.8 power, 13 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 43.0 - 68.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 90% When wielded/worn: Accuracy: +16 Changes stats: +8 Dex A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orite trident of disruption (41-65.6 power, 13 apr) quick orite trident of disruption (41-65.6 power, 13 apr)Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 41.0 - 65.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 90% Special effect when this weapon hits: disrupts spell-casting Damage against: +23% Undead / +30% Construct When wielded/worn: Accuracy: +15 Changes stats: +6 Dex A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orite trident of projection (37.5-60 power, 13 apr) quick orite trident of projection (37.5-60 power, 13 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 90% Damage when this weapon hits: +21 mind When wielded/worn: Accuracy: +15 Changes stats: +6 Dex It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 1 cooldown. A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
quick orite trident of projection (39-62.4 power, 13 apr) quick orite trident of projection (39-62.4 power, 13 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 39.0 - 62.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 90% Damage when this weapon hits: +11 mind When wielded/worn: Accuracy: +16 Changes stats: +8 Dex It can be used to project an attack as mind damage doing 100% weapon damage, placing all other charms into a 1 cooldown. A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
thought-forged deep-steel trident of the leech (29.5-47.2 power, 10 apr) thought-forged deep-steel trident of the leech (29.5-47.2 power, 10 apr)Requires: - Strength 24 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 29.5 - 47.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon hits: leeches stamina from the target Damage when this weapon hits: +17 mind / +16 slime Damage conversion: 48% mind When wielded/worn: Changes stats: +6 Wil Damage when the wearer is hit: 17 slime A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
thought-forged orite trident of nature (40.5-64.8 power, 13 apr) thought-forged orite trident of nature (40.5-64.8 power, 13 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.5 - 64.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +21 mind Damage conversion: 54% nature / 50% mind When wielded/worn: Changes stats: +8 Wil Changes resistances: +10% all Changes resistances penetration: +14% nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
thunderous orite trident (42-67.2 power, 13 apr) thunderous orite trident (42-67.2 power, 13 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Damage conversion: 54% lightning daze When wielded/worn: Changes stats: +3 Str / +4 Dex / +4 Mag / +5 Wil / +4 Cun / +4 Con Changes resistances penetration: +15% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
thunderous orite trident of gravity (40-64 power, 13 apr) thunderous orite trident of gravity (40-64 power, 13 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to crush the target Damage when this weapon hits: +21 gravity Damage conversion: 54% lightning daze When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +15% lightning Changes damage: +16% physical A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's deep-steel trident of the leech (27-43.2 power, 10 apr) warbringer's deep-steel trident of the leech (27-43.2 power, 10 apr)Requires: - Strength 24 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 27.0 - 43.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% Special effect when this weapon hits: leeches stamina from the target Damage when this weapon hits: +16 slime When wielded/worn: Physical power: +14 Changes stats: +5 Con Damage when the wearer is hit: 17 slime Changes resistances penetration: +12% physical Disarm immunity: +30% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's orite trident (36.5-58.4 power, 13 apr) warbringer's orite trident (36.5-58.4 power, 13 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical power: +15 Changes stats: +6 Con Changes resistances penetration: +16% physical Disarm immunity: +31% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's orite trident of crippling (41-65.6 power, 13 apr) warbringer's orite trident of crippling (41-65.6 power, 13 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 41.0 - 65.6 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon crits: cripple the target When wielded/worn: Physical crit. chance: +15.0% Physical power: +16 Changes stats: +8 Con Changes resistances penetration: +16% physical Disarm immunity: +34% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Focus Whip (19-20.9 power, 7 apr) Focus Whip (19-20.9 power, 7 apr)Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. Type: weapon / whip ; tier 3 Base power: 19.0 - 20.9 Uses stats: 20% Wil, 10% Cun, 70% Dex Damage type: Mind Accuracy is based on willpower for this weapon. This weapon will act as a psionic focus. Armour Penetration: +7 Physical crit. chance: +5.0% Attack speed: 80% When wielded/worn: Mindpower: +8 Mental crit. chance: +3% It can be used to strike all targets in a line, costing 1 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
Windstake WindstakeInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +2 Physical crit. chance: +1.0% Changes stats: +1 Con Damage when the wearer hits(melee): 2 nature Changes resistances: +9% nature Changes resistances penetration: +5% nature Changes damage: +6% nature Maximum encumbrance: +30 A belt that goes around your waist. |
drakeskin leather belt of unlife drakeskin leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes resistances: +11% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
protective drakeskin leather belt of magery protective drakeskin leather belt of mageryPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +5 Mag / +6 Wil Spell save: +15 Spell crit. chance: +6% A belt that goes around your waist. |
protective rough leather belt protective rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Spell save: +5 A belt that goes around your waist. |
Gloomknave (3 def, 0 armour) Gloomknave (3 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +10 Armour penetration: +12 Defense: +3 Changes stats: +4 Str / +3 Con Damage when the wearer is hit: 4 darkness Changes resistances: +9% temporal / +9% darkness / +6% acid Critical mult.: +25.00% Stealth bonus: +6 Physical save: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of resilience (7 def, 0 armour) enveloping linen cloak of resilience (7 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 Changes stats: +3 Cun / +4 Wil Changes resistances: +12% physical / +15% acid Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 Mindpower: +8 Mental crit. chance: +4% It can be used to send out a beam of kinetic energy, costing 1 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +10% nature / +10% darkness / +18% fire Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 1 power out of 24/24) : Effective talent level: 2.0 Power cost: 1 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 2551.22 fire damage over 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
sand iron gauntlets of dexterity (+2) (0 def, 7 armour) sand iron gauntlets of dexterity (+2) (0 def, 7 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 Armour: +7 Changes stats: +2 Dex Damage when the wearer hits(melee): 5 physical Changes damage: +3% physical Metal gloves protecting the hands up to the middle of the lower arm. |
Coaljeer the voratun helm (0 def, 5 armour) Coaljeer the voratun helm (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +7 Armour: +5 Fatigue: +5% Changes stats: +9 Str / +14 Dex / +5 Wil / +10 Cun Damage when the wearer hits(melee): 6 blight Changes resistances: +3% blight Changes resistances penetration: +15% mind / +10% darkness / +10% nature Changes damage: +15% mind / +6% blight Mindpower: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Mayireba (0 def, 4 armour) Mayireba (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Str / +2 Mag Grants telepathy: Dragon Physical save: +6 Knockback immunity: +5% Teleport immunity: +5% Resist all after a teleport: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed hardened leather cap of the bounder (0 def, 3 armour) bladed hardened leather cap of the bounder (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +9 Str / +6 Dex Damage when the wearer is hit: 6 physical It can be used to activate talent Skullcracker, placing all other charms into a 1 cooldown : Effective talent level: 3.0 Power cost: 1 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 7553.92 physical damage. If the attack hits, the target is confused for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
prismatic rough leather cap of dexterity (+2) (0 def, 1 armour) prismatic rough leather cap of dexterity (+2) (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Dex Changes resistances: +11% darkness / +11% light A cap made of leather. |
dwarven-steel mail armour (3 def, 8 armour) dwarven-steel mail armour (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% A suit of armour made of mail. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 Fatigue: +12% A suit of armour made of mail. |
Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 Fatigue: +20% Changes resistances: +15% arcane / +20% fire / +20% cold / +20% lightning / +20% acid / +20% nature / +20% blight / +20% light / +20% darkness / +20% temporal Spell save: +20 Mindpower: +10 This light weight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it felt in your hands. |
Skykiller (4 def, 7 armour) Skykiller (4 def, 7 armour)Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 Fatigue: +8% Changes stats: +4 Wil Changes resistances: +12% lightning Changes damage: +6% lightning Mental save: +6 Hate when firing a critical mind attack: +1.00 Psi when firing a critical mind attack: +3.00 A suit of armour made of leather. |
spiked drakeskin leather armour of Toknor (5 def, 8 armour) spiked drakeskin leather armour of Toknor (5 def, 8 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +7 Armour: +8 Defense: +5 Fatigue: +8% Damage when the wearer is hit: 14 physical Critical mult.: +15.00% A suit of armour made of leather. |
prismatic stralite plate armour of command (20 def, 20 armour) prismatic stralite plate armour of command (20 def, 20 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +20 Defense: +20 Fatigue: +26% Changes stats: +3 Cun Changes resistances: +16% darkness / +15% light Mental save: +19 A suit of armour made of metal plates. |
Sanguine Shield (14 def, 4 armour, 220 block) Sanguine Shield (14 def, 4 armour, 220 block)Requires: - Strength 39 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +4 Defense: +14 Ranged Defense: +14 Fatigue: +19% Changes stats: +5 Con Changes resistances: +25% blight Talent granted: +5 Block Life regen: +5.00 Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
wintry stralite shield of harmony (10 def, 2 armour, 141 block) wintry stralite shield of harmony (10 def, 2 armour, 141 block)Requires: - Strength 35 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When wielded/worn: Armour: +2 Defense: +10 Ranged Defense: +10 Fatigue: +14% Changes stats: +4 Wil Damage when the wearer is hit: 18 cold Changes resistances: +17% cold Talent mastery: +0.40 Wild-gift / Harmony Talent granted: +4 Block It can be used to activate talent Waters of Life, placing all other charms into a 2 cooldown : Effective talent level: 4.0 Power cost: 2 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: The waters of life flow through you, purifying any poisons or diseases currently affecting you. For 9 turns, all poisons and diseases will heal you instead of damaging you. When activated, it also heals you for 152 life per diseases or poisons on you. The healing per disease/poison will increase with your Willpower. Handheld deflection devices |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Gems can be sold for money or used in arcane rituals. |
414 alchemist agate 414 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Gems can be sold for money or used in arcane rituals. |
6 lapis lazuli 6 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
4 opal 4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Gems can be sold for money or used in arcane rituals. |
4 sapphire 4 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 35 turns) iron pickaxe of endurance (dig speed 35 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. Allows you to dig a wall, remove a tree, create ways. |
6 emerald 6 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
3 spinel 3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 When used to imbue an object: Defense: +2 Physical save: +2 Spell save: +2 Mental save: +2 Gems can be sold for money or used in arcane rituals. |
10 turquoise 10 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough. |
Galetaint GaletaintInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 2 lightning Damage when the wearer is hit: 4 mind Light radius: +2 Heals friendly targets nearby when you use a nature summon: +40 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% fire / +10% cold / +10% lightning Talent mastery: +0.20 Golem / Arcane Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone appears faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 1 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
6 garnet 6 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Gems can be sold for money or used in arcane rituals. |
7 ruby 7 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Recall (44/44) Rod of Recall (44/44)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 9 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
Tree of Life Tree of LifeInfused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Damage when the wearer is hit: 10 nature Changes resistances: +10% nature / +10% blight Changes damage: +10% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 Healing mod.: +20% This small tree shaped totem is imbued with powerful healing energies. |
4 amethyst 4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Gems can be sold for money or used in arcane rituals. |
3 diamond 3 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 Gems can be sold for money or used in arcane rituals. |
2 pearl 2 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
4 amber 4 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Gems can be sold for money or used in arcane rituals. |
Achievements
By Fëalunë the Yeek Mindslayer level 35
44th Haze 122nd year of Ascendancy at 14:16 see stats
By Fëalunë the Yeek Mindslayer level 35
41st Haze 122nd year of Ascendancy at 06:49 see stats
By Fëalunë the Yeek Mindslayer level 44
7th Decay 122nd year of Ascendancy at 11:46 see stats
By Fëalunë the Yeek Mindslayer level 42
4th Decay 122nd year of Ascendancy at 01:40 see stats
By Fëalunë the Yeek Mindslayer level 27
79th Dusk 122nd year of Ascendancy at 19:45 see stats
By Fëalunë the Yeek Mindslayer level 37
56th Haze 122nd year of Ascendancy at 15:17 see stats
By Fëalunë the Yeek Mindslayer level 2
75th Pyre 122nd year of Ascendancy at 00:25 see stats
By Fëalunë the Yeek Mindslayer level 26
64th Dusk 122nd year of Ascendancy at 20:31 see stats
By Fëalunë the Yeek Mindslayer level 27
79th Dusk 122nd year of Ascendancy at 19:45 see stats
By Fëalunë the Yeek Mindslayer level 40
70th Haze 122nd year of Ascendancy at 13:34 see stats
By Fëalunë the Yeek Mindslayer level 22
36th Dusk 122nd year of Ascendancy at 07:38 see stats
By Fëalunë the Yeek Mindslayer level 50
72nd Pyre 123rd year of Ascendancy at 15:05 see stats
By Fëalunë the Yeek Mindslayer level 10
79th Pyre 122nd year of Ascendancy at 21:54 see stats
By Fëalunë the Yeek Mindslayer level 20
34th Dusk 122nd year of Ascendancy at 13:31 see stats
By Fëalunë the Yeek Mindslayer level 30
25th Haze 122nd year of Ascendancy at 20:03 see stats
By Fëalunë the Yeek Mindslayer level 40
69th Haze 122nd year of Ascendancy at 16:53 see stats
By Fëalunë the Yeek Mindslayer level 50
71st Pyre 123rd year of Ascendancy at 05:37 see stats
By Fëalunë the Yeek Mindslayer level 9
79th Pyre 122nd year of Ascendancy at 11:14 see stats
By Fëalunë the Yeek Mindslayer level 48
60th Pyre 123rd year of Ascendancy at 23:02 see stats
By Fëalunë the Yeek Mindslayer level 16
5th Flare 122nd year of Ascendancy at 11:38 see stats
By Fëalunë the Yeek Mindslayer level 27
65th Dusk 122nd year of Ascendancy at 17:09 see stats
By Fëalunë the Yeek Mindslayer level 8
76th Pyre 122nd year of Ascendancy at 06:38 see stats
By Fëalunë the Yeek Mindslayer level 1
75th Pyre 122nd year of Ascendancy at 00:21 see stats
By Fëalunë the Yeek Mindslayer level 38
56th Haze 122nd year of Ascendancy at 17:07 see stats
By Fëalunë the Yeek Mindslayer level 16
14th Dusk 122nd year of Ascendancy at 03:05 see stats
By Fëalunë the Yeek Mindslayer level 8
76th Pyre 122nd year of Ascendancy at 06:38 see stats
By Fëalunë the Yeek Mindslayer level 16
13rd Dusk 122nd year of Ascendancy at 23:25 see stats
By Fëalunë the Yeek Mindslayer level 2
75th Pyre 122nd year of Ascendancy at 00:25 see stats
By Fëalunë the Yeek Mindslayer level 2
75th Pyre 122nd year of Ascendancy at 00:25 see stats
By Fëalunë the Yeek Mindslayer level 50
72nd Pyre 123rd year of Ascendancy at 09:20 see stats
By Fëalunë the Yeek Mindslayer level 34
41st Haze 122nd year of Ascendancy at 04:40 see stats
Log
You gain 9.72 gold from the transmogrification of wintry voratun shield of crushing (12 def, 3 armour, 196.5 block).
You gain 2.87 gold from the transmogrification of spiked drakeskin leather armour of acid resistance (5 def, 8 armour).
You gain 11.40 gold from the transmogrification of Ivethra (5 def, 8 armour).
You gain 14.56 gold from the transmogrification of rejuvenating stralite mail armour of stability (4 def, 8 armour).
You gain 11.90 gold from the transmogrification of Voryrin the Purepride (4 def, 8 armour).
You gain 5.75 gold from the transmogrification of aegis elven-silk wizard hat of knowledge (3 def, 0 armour).
You gain 4.88 gold from the transmogrification of silk robe of chaos (3 def, 0 armour).
You gain 3.21 gold from the transmogrification of shimmering silk robe of light (+25%) (3 def, 0 armour).
You gain 10.66 gold from the transmogrification of blazebringer's stralite waraxe of evisceration (31-43.4 power, 5 apr).
You gain 5.80 gold from the transmogrification of throat-seeking reinforced leather sling of power.
You gain 7.00 gold from the transmogrification of steady drakeskin leather sling of true flight.
You gain 4.60 gold from the transmogrification of wrathful pulsing mindstar (13-14.3 power, 32 apr, mind damage).
You gain 12.23 gold from the transmogrification of glacial voratun mace of evisceration (46.5-65.1 power, 6 apr).
You gain 5.82 gold from the transmogrification of balanced stralite longsword of paradox (32-44.8 power, 5 apr).
You gain 8.86 gold from the transmogrification of psychic's voratun greatsword of gravity (60-96 power, 4 apr).
You gain 7.69 gold from the transmogrification of plaguebringer's stralite greatmaul of crippling (52.5-78.75 power, 3 apr).
You gain 5.70 gold from the transmogrification of plaguebringer's stralite dagger (27.5-35.75 power, 9 apr).
You gain 4.38 gold from the transmogrification of insidious voratun dagger of massacre (50-65 power, 9 apr).
You gain 7.25 gold from the transmogrification of glacial stralite dagger of projection (29-37.7 power, 9 apr).
You gain 9.16 gold from the transmogrification of heroism infusion (+8 for 12 turns, die at -596).
Saving done.
There is a teleportation circle to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving done.
Saving done.
Saving game...
Saving done.
There is a Entrance to Gorbat Pride bastion here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.