











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Rogue |
Level / Exp | 50 / 2386% |
Size | huge |
Lifes / Deaths | Killed by Cyrith the dreaming horror at level 50 on the 21st Pyre 126th year of Ascendancy at 23:44 / 2Killed by luminous horror at level 50 on the 16th Dusk 126th year of Ascendancy at 02:39 |
Antimagic | Follower |
Primary Stats
Strength | 160 (base 57) |
Dexterity | 96 (base 61) |
Constitution | 39 (base 8) |
Magic | 18 (base 12) |
Willpower | 77 (base 38) |
Cunning | 86.6 (base 60) |
Resources
Life | -8/1588 |
Psi | 167/167 |
Stamina | 349/414 |
Equilibrium | 30 |
Healing Factor | 1.9081339712919 |
Regeneration | 23.48475778346 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -992 |
Infravision | 7 |
See Stealth | 72.008485837756 |
See Invisible | 70.008485837756 |
Stealth | 49.799764566497 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
Damage | 240 |
Accuracy | 74 |
Crit Chance | 74% |
APR | 74 |
Speed | 1.00 |
Offense: Offhand
Damage | 178 |
Accuracy | 74 |
Crit Chance | 78% |
APR | 72 |
Speed | 1.00 |
Offense: Spell
Spellpower | 2.5714285714286 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 61 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Acid | +20% |
Nature | +12% |
Lightning | +3% |
Physical | +24% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Physical | +40% |
All | +15% |
Defense: Base
Armour (hardiness) | 55 (84.692942254812%) |
Defense | 80 |
Ranged Defense | 81 |
Fatigue | 0 |
Physical Save | 77 |
Spell Save | 79 |
Mental Save | 71 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 46%( 70%) |
All | + 21%( 70%) |
Mind | + 34%( 70%) |
Lightning | + 70%( 70%) |
Light | + 37%( 70%) |
Temporal | + 49%( 70%) |
Physical | + 35%( 70%) |
Darkness | + 37%( 70%) |
Fire | + 53%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 58% |
Instadeath Resistance | 100% |
Poison Resistance | 28% |
Knockback Resistance | 100% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 42% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 848 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1027% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 28 for 12 turns. While Heroism is active, you will only die when reaching -1030 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 36% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Class Talents
Cunning / Stealth | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Assassination | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Wild-gift / Antimagic | 1.40 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Apply Poison |
talent | Stealth |
talent | Trained Reactions |
talent | Wild Growth |
talent | Leeching Poison |
talent | Numbing Poison |
beneficial effect | The target is wreathed in shadows, increasing life regeneration by 5.4 and stamina regeneration by 1.2. Soothing Darkness |
beneficial effect | The target is able to make actions and attacks while remaining stealthed. Shadow Dance |
beneficial effect | You gain 51% resistance against arcane. Resolve |
beneficial effect | The target is recovering 29 life each turn. Recovery |
beneficial effect | Parrying melee and ranged attacks: Has a 93% chance to deflect up to 41 damage from the next 4.0 attack(s). Parried attacks cannot crit. Parrying |
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 |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by Xanukira the losselhing. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | 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 improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have 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: 3407. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() Infused by nature Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +15 Changes resistances: +15% lightning / +3% cold / +9% temporal / +3% all Changes resistances penetration: +15% all Changes damage: +3% lightning Grants telepathy: Humanoid/Orc Physical save: +10 (+2 eff.) Spell save: +14 (+3 eff.) Mental save: +18 (+4 eff.) Light radius: +6 See stealth: +25 See invisible: +23 Healing mod.: +28% Heals friendly targets nearby when you use a nature summon: +10 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +7 Fatigue: +3% Changes stats: +6 Str / +4 Dex / +4 Cun Changes resistances: +16% mind / +3% physical Spell save: +20 (+4 eff.) Mental save: +18 (+4 eff.) Confusion immunity: +48% Light radius: +3 A cap made of leather. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Spell save: +15 (+3 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 When used to modify unarmed attacks: Base power: 34.0 - 47.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +18 Crit. chance: +12.0% Attack speed: 83% When this weapon hits: Destroy Magic (100% chance level 5). When this weapon hits: Mana Clash (15% chance level 3). When this weapon hits: Aura of Silence (10% chance level 1). On weapon hit: * 50 arcane resource burn Damage (Melee): +20 silence It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 161.00 arcane damage and stunned), costing 54 power out of 48/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Damage when hit (Melee): 18 nature slow Changes stats: +10 Wil Changes resistances: +20% blight / +20% arcane Talent masteries: +0.10 Wild-gift / Fungus +0.10 Wild-gift / Antimagic Spell save: +20 (+4 eff.) Mindpower: +8 (+2 eff.) It can be used to call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.), costing 19 power out of 35/35. This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Defense: +6 (+1 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +24% nature / +12% fire Changes resistances penetration: +25% physical Changes damage: +12% nature Physical save: +20 (+4 eff.) Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +26 (+7 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Damage when hit (Melee): 8 mind Changes stats: +10 Dex Changes resistances: +12% blight / +15% nature / +40% acid Changes damage: +20% acid / +9% physical / +15% mind Poison immunity: +28% Disease immunity: +30% Life regen: +1.90 Stamina each turn: +0.40 Maximum life: +95.00 Maximum stamina: +20.00 Healing mod.: +28% Rings can have magical properties. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Fatigue: -6% Changes stats: +7 Str / +9 Dex / +2 Mag / +10 Wil / +2 Cun / +16 Con Changes resistances: +6% nature Physical save: +50 (+10 eff.) Spell save: +25 (+5 eff.) Mental save: +22 (+5 eff.) Knockback immunity: +25% Life regen: +2.30 Maximum life: +57.00 Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 55.0 - 77.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 58% * leeches stamina from the target On weapon crit: * cripple the target When wielded/worn: Armour penetration: +15 Physical crit. chance: +26.0% Effects on melee hit: * 30% chance to blind Damage when hit (Melee): 20 nature slow Changes stats: +4 Wil Changes resistances: +9% acid / +5% arcane / +6% lightning Critical mult.: +20.00% Sharp, long, and deadly. |
Around waist | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +23 (+5 eff.) Damage when hit (Melee): 8 physical Changes stats: +8 Str / +13 Dex / +9 Wil / +13 Cun / +10 Lck Changes resistances: +9% blight / +9% fire / +9% cold Trap disarming bonus: +26 Stealth bonus: +26 Physical save: +20 (+4 eff.) Spell save: +18 (+4 eff.) Mental save: +32 (+8 eff.) Maximum life: +105.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +2% Infravision radius: +6 A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 42 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +9.0% Attack speed: 100% Damage (Melee): +10 silence / +18 nature When wielded/worn: Accuracy: +6 (+2 eff.) Changes resistances: +4% all It can be used to activate talent Rush (costing 8 power out of 14/25) : Effective talent level: 3.9 Power cost: 8 out of 14/25. Range: 9 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
Cloak | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +15 Defense: +15 (+3 eff.) Effects on melee hit: * 10 arcane resource burn * 30% chance to blind Changes resistances: +3% acid / +6% temporal / +20% blight / +17% nature / +3% lightning Critical mult.: +30.00% Stealth bonus: +8 Physical save: +11 (+2 eff.) Spell save: +30 (+6 eff.) Life regen: +2.50 Healing mod.: +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +10 Defense: +10 (+2 eff.) Fatigue: +20% Changes resistances: +20% lightning / +20% temporal / +20% light / +20% fire / +20% nature / +10% all / +20% acid / +20% blight / +20% cold / +15% arcane / +20% darkness Spell save: +20 (+4 eff.) Mindpower: +10 (+2 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Inventory
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 14% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
![]() healing infusion of the titan (heal 180) 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: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 180 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 404 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 424 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 404 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 12 turns. While Heroism is active, you will only die when reaching -932 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 11 turns. While Heroism is active, you will only die when reaching -1076 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() movement infusion (656% speed; 8 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 656% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1033% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 699 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 401 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 676 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 604 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 597 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 680 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 727 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 760 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 610 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 804 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 604 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 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: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 800 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 8 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 40% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 29% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 38% for 8 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 34% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 38% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 29% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 30% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 19% for 5 turns. Also removes cross-tier effects of the affected types for free. 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. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 37% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 38% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 190 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() heat beam rune (173 fire damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 9 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 173.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() invisibility rune of the duelist (power 21 for 12 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: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to become invisible (power 21) for 12 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() phase door rune of the titan (range 12; power 48; dur 7) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 12. Afterwards you stay out of phase for 7 turns. In this state all new negative status effects duration is reduced by 48%, your defense is increased by 48 and all your resistances by 48%. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 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. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour penetration: +8 Armour: +13 Changes stats: +4 Str / +3 Mag Changes resistances: +30% lightning Changes damage: +9% mind / +6% physical Reduces incoming crit damage: 18.00% Stun/Freeze immunity: +50% Healing mod.: +15% Amulets can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour penetration: +2 Physical power: +6 (+1 eff.) Changes stats: +5 Str Changes resistances penetration: +15% nature Changes damage: +15% physical Talent mastery: +0.22 Cunning / Trapping Only die when reaching: -80.00 life Healing mod.: +10% Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +7 Defense: +12 (+3 eff.) Effects on melee hit: * 20% chance to disease * 15% chance to corrode armour by 30% * 39% chance to blind Damage when hit (Melee): 4 blight Changes stats: +7 Con Changes resistances: +12% light Changes resistances cap: +7% all Changes damage: +6% light Physical save: +27 (+6 eff.) Blindness immunity: +40% Light radius: +3 Infravision radius: +8 Sight radius: +2 See invisible: +15 Amulets can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+1 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Changes stats: +10 Str / +6 Con Talent masteries: +0.10 Technique / Berserker's strength +0.10 Technique / Bloodthirst +0.10 Technique / Warcries +0.10 Technique / Two-handed assault Physical save: +18 (+4 eff.) Mental save: +18 (+4 eff.) Pinning immunity: +100% It can be used to activate talent Shattering Shout (costing 6 power out of 48/48) : Effective talent level: 4.0 Power cost: 6 out of 48/48. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 370.35 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Effects on melee hit: * 36% chance to inflict 15% damage reduction * 24% chance to disease Changes stats: +3 Cun / +6 Dex Changes resistances: +9% darkness Changes resistances penetration: +15% mind Changes damage: +6% blight / +9% mind Critical mult.: +20.00% Mental crit. chance: +2% Amulets can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+1 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +10 Changes resistances: +6% mind / +6% lightning Physical save: +14 (+3 eff.) Spell save: +42 (+8 eff.) Mental save: +19 (+4 eff.) Confusion immunity: +25% Only die when reaching: -60.00 life Amulets can have magical properties. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +8 Defense: +11 (+2 eff.) Changes stats: +10 Dex Changes resistances cap: +6% all Physical save: +27 (+6 eff.) Amulets can have magical properties. |
![]() voratun amulet of murder Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +20 Critical mult.: +20.00% Amulets can have magical properties. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Fatigue: -10% Effects on melee hit: * 39% chance to blind Damage when hit (Melee): 20 darkness / 8 light Changes stats: +8 Cun / +8 Mag Changes resistances: +3% darkness / +3% nature Changes damage: +3% light Maximum encumbrance: +37 Stun/Freeze immunity: +41% Life regen: +3.60 Spellpower: +15 (+1 eff.) Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Armour: +10 Armour Hardiness: +20% Defense: +5 (+1 eff.) Fatigue: -15% Changes damage: +8% physical Talent cooldown: Rush (-6 turns) Physical save: +45 (+9 eff.) Confusion immunity: +50% Maximum mana: -40.00 Maximum stamina: +40.00 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 arcane Changes resistances: +5% arcane / +15% fire Changes damage: +18% arcane / +18% fire Mental save: +9 (+2 eff.) Confusion immunity: +28% Rings can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +8 Wil Changes resistances: +25% mind Talent mastery: +0.20 Psionic / Mentalism Mental save: +20 (+5 eff.) Confusion immunity: +40% Psi each turn: +0.50 Mindpower: +12 (+3 eff.) When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Talent on hit(mindpower): Mental Refresh (10% chance level 1). Activating this item is instant. It can be used to activate talent Mental Shielding (costing 16 power out of 30/30) : Effective talent level: 2.0 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +15 Physical crit. chance: +5.0% Physical power: +10 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Con Talent masteries: +0.30 Technique / Unarmed discipline +0.30 Technique / Warcries +0.30 Technique / Dual techniques +0.30 Technique / Combat training +0.30 Technique / Combat veteran +0.30 Technique / Finishing moves +0.30 Technique / Archery training +0.30 Technique / Archery - slings +0.30 Technique / Shield defense +0.30 Technique / Thuggery +0.30 Technique / Shield offense +0.30 Technique / Two-handed weapons +0.30 Technique / Archery prowess +0.30 Technique / Pugilism +0.30 Technique / Superiority +0.30 Technique / Two-handed assault +0.30 Technique / Berserker's strength +0.30 Technique / Archery - bows +0.30 Technique / Two-handed maiming +0.30 Technique / Combat techniques +0.30 Technique / Archery excellence +0.30 Technique / Unarmed training +0.30 Technique / Grappling +0.30 Technique / Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 40% chance to gain 10% of a turn (3/turn limit) Changes resistances: +19% nature / +15% blight Changes resistances penetration: +25% nature / +10% temporal Changes damage: +12% nature / +9% temporal Poison immunity: +30% Disease immunity: +24% Rings can have magical properties. |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Talent granted: +1 Swift Hands Physical save: -30 (-8 eff.) Spell save: -30 (-8 eff.) Mental save: -30 (-8 eff.) You have set the ring to grant you Swift Hands! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +8 (+2 eff.) Fatigue: -7% Maximum encumbrance: +40 Movement speed: +25% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 22 cooldown : Effective talent level: 5.2 Power cost: 22 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 46% for 5 turns. Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes resistances: +4% physical Changes damage: +6% physical Physical save: +6 (+1 eff.) Disarm immunity: +30% Pinning immunity: +30% Knockback immunity: +26% Only die when reaching: -60.00 life Maximum life: +47.00 Maximum stamina: +15.00 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 36% chance to blind Changes resistances: +27% lightning Changes resistances penetration: +30% mind / +30% light Mental save: +30 (+7 eff.) Stun/Freeze immunity: +44% Life regen: +4.00 Psi when hit: +0.12 Hate when firing a critical mind attack: +4.00 Heals friendly targets nearby when you use a nature summon: +50 Rings can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical crit. chance: +10.0% Physical power: +12 (+2 eff.) Changes stats: +4 Str / +2 Dex Changes resistances: +32% lightning Changes resistances penetration: +15% temporal Changes damage: +16% lightning Only die when reaching: -82.00 life Maximum life: +30.00 Rings can have magical properties. |
![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 24 arcane Changes stats: +4 Mag Spell save: +39 (+8 eff.) Mental save: +20 (+5 eff.) Stun/Freeze immunity: +49% Life regen: +4.80 Spellpower on spell critical (stacks up to 3 times): +12 Maximum mana: +80.00 Maximum psi: +30.00 Maximum vim: +20.00 Mental crit. chance: +3% Rings can have magical properties. |
![]() Glanne the voratun battleaxe (78.5-117.75 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 78.5 - 117.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +11.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 1) on hit: +12 acid When wielded/worn: Physical power: +4 (+0 eff.) Armour: +18 Changes stats: +4 Con Changes resistances: +5% physical Changes damage: +12% acid Maximum life: +60.00 Massive two-handed battleaxes. |
![]() Requires: - Strength 60 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * deal manaburn damage equal to your mindpower in a radius 3 cone Damage (Melee): +50 acid / +50 nature slow When wielded/worn: Changes stats: +0 Str / +0 Wil Changes damage: +0% nature Talents cooldown: Ice Claw (-1 turn) Mana Clash (-2 turns) Swallow (-2 turns) This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 76.0 - 114.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On weapon crit: * wounds the target for 7 turns: 22 bleeding, 71% reduced healing Damage Shield penetration (this weapon only): +10% When wielded/worn: Physical crit. chance: +17.0% Physical power: +17 (+3 eff.) Changes stats: +3 Str Changes resistances: +9% blight / +6% fire Healing mod.: +20% Massive two-handed battleaxes. |
![]() balanced voratun battleaxe of evisceration (56.5-84.75 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 56.5 - 84.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 22 bleeding, 71% reduced healing When wielded/worn: Accuracy: +21 (+6 eff.) Physical crit. chance: +16.0% Physical power: +19 (+3 eff.) Defense: +19 (+4 eff.) Disarm immunity: +70% Massive two-handed battleaxes. |
![]() Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 4 Base power: 41.0 - 53.3 Uses stats: 45% Cun, 45% Dex Damage type: Acid Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn * Slows global speed by 52% * leeches stamina from the target On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +9.0% Damage when hit (Melee): 11 nature slow Changes resistances: +3% acid / +3% darkness / +3% nature / +6% lightning Sharp, short and deadly. |
![]() Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 0% Cun, 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+2 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+2 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() Requires: - Willpower 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 30% Wil, 30% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +40 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Physical power: +15 (+3 eff.) Changes resistances penetration: +30% physical Talent mastery: +0.20 Psionic / Augmented striking It can be used to fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage, costing 6 power out of 10/10. A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() Requires: - Magic 44 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 42.0 - 54.6 Uses stats: 35% Cun, 55% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +11 Crit. chance: +18.0% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes damage: +15% blight / +15% darkness / +15% acid Spellpower: +12 (+1 eff.) Spell crit. chance: +10% Infravision radius: +2 Talent on hit(spell): Blood Grasp (15% chance level 2). It can be used to activate talent Worm Rot (costing 22 power out of 50/50) : Effective talent level: 2.0 Power cost: 22 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 2.67 acid and 2.23 blight damage. If not cleared after five turns it will inflict 12.65 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() Requires: - Cunning 38 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 40.0 - 52.0 Uses stats: 65% Cun, 35% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +12 Crit. chance: +22.0% Attack speed: 100% On weapon crit: * inflicts pinning spydric poison upon the target Damage conversion: 30% darkness When wielded/worn: Armour: +5 Armour Hardiness: +5% Changes stats: +8 Cun / +4 Dex Changes damage: +30% nature / +20% darkness Light radius: -2 It can be used to activate talent Creeping Darkness (costing 14 power out of 40/40) : Effective talent level: 3.0 Power cost: 14 out of 40/40. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 33.40 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() Requires: - Dexterity 24 - Cunning 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 30.0 - 39.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +30 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +20 darkness When wielded/worn: Changes damage: +10% darkness Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 45% Cun, 55% Dex, 5% Mag Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+2 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Cun, 50% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+3 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() Requires: - Dexterity 48 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +48 insidious poison Burst (radius 2) on crit: +8 lightning When wielded/worn: Armour penetration: +3 Physical power: +6 (+1 eff.) Armour: +4 Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +4% physical Changes resistances penetration: +15% lightning Changes damage: +6% arcane Critical mult.: +3.00% Only die when reaching: -84.00 life Sharp, short and deadly. |
![]() voratun dagger 'Shadeterror' (38.5-50.05 power, 9 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage Shield penetration (this weapon only): +30% Damage (Melee): +16 temporal / +16 nature / +8 darkness When wielded/worn: Armour penetration: +9 Physical crit. chance: +12.0% Changes stats: +1 Str / +2 Mag / +1 Con Changes resistances: +8% all Changes resistances penetration: +12% nature Changes damage: +3% mind Critical mult.: +13.00% Mana when firing critical spell: +1.00 Maximum mana: +20.00 Spell crit. chance: +2% Defense after a teleport: +20 Resist all after a teleport: +20% New effects duration reduction after a teleport: +20% Sharp, short and deadly. |
![]() Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 48.5 - 63.1 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Sharp, short and deadly. |
![]() voratun dagger of ruin (36.5-47.45 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Armour penetration: +12 Physical crit. chance: +11.0% Critical mult.: +16.00% Sharp, short and deadly. |
![]() Requires: - Strength 23 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 45.0 - 67.5 Uses stats: 40% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +25% nature Spellpower: +15 (+1 eff.) Healing mod.: +25% Improves the contribution of primary stats on infusions and runes by 15% Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment. |
![]() Requires: - Strength 60 Powered by arcane forces 12.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 96.0 - 144.0 Uses stat: 140% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% On weapon hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 285.20 to 855.60 physical damage (based on Strength). Damage conversion: 20% blight When wielded/worn: Changes damage: +12% physical Critical mult.: +40.00% Knockback immunity: +30% It can be used to knock away other craatures within radius 4), dealing 750.20 to 1500.40 physical damage (based on Strength) to each, costing 27 power out of 50/50. The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() Requires: - Willpower 25 - Strength 25 Powered by arcane forces Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 56.0 - 84.0 Uses stats: 70% Wil, 70% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 4). On weapon hit: * 16% chance to disease * 23% chance to cause random gloom * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +12 blight / +22 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes damage: +10% mind / +10% physical Talent cooldown: Hammer Toss (-2 turns) Talents granted: +3 Hammer Toss +3 Dream Smith's Hammer Disease immunity: +15% Psi each turn: +0.10 Only die when reaching: -40.00 life Spellpower: +6 (+1 eff.) Mindpower: +15 (+3 eff.) Mental crit. chance: +5% A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
![]() Requires: - Strength 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 82.0 - 123.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Flameshock (10% chance level 3). Damage (Melee): +30 fire When wielded/worn: Changes damage: +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
![]() caustic voratun greatmaul of crippling (64.5-96.75 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 64.5 - 96.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 47% chance to corrode armour by 30% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +21.0% Changes resistances penetration: +21% acid Life regen: +4.00 Massive two-handed mauls. |
![]() Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 67.0 - 107.2 Uses stats: 115% Str, 20% Con Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +22 Crit. chance: +12.0% Attack speed: 100% On weapon hit: * releases a burst of light, dealing 3 light damage (based on Spellpower) in a radius 3 cone. When wielded/worn: Changes stats: +12 Str / +6 Mag / +7 Con Talent masteries: +0.20 Celestial / Sun +0.10 Celestial / Radiance +0.20 Celestial / Crusader Talents cooldown: Sun Ray (-1 turn) Absorption Strike (-1 turn) Flash of the Blade (-1 turn) Increases the damage of Sun Beam by 15%. It can be used to attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt, costing 16 power out of 30/30. This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() flaming voratun greatsword (62.5-100 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 62.5 - 100.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Burst (radius 1) on hit: +28 fire Massive two-handed swords. |
![]() voratun greatsword 'Boltvault' (60-96 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 60.0 - 96.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * 40% chance to daze at end of turn When wielded/worn: Accuracy: +17 (+5 eff.) Effects on melee hit: * 40% chance to corrode armour by 30% Damage when hit (Melee): 12 mind Changes stats: +10 Dex Changes damage: +9% acid Critical mult.: +25.00% Mental save: +52 (+12 eff.) Equilibrium when hit: +0.16 Maximum hate: +6.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +5% Heals friendly targets nearby when you use a nature summon: +30 Massive two-handed swords. |
![]() Requires: - Magic 30 - Dexterity 30 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 143% Firing range: +10 When wielded/worn: Ranged Defense: +15 (+3 eff.) Damage (Ranged): 75 lightning Changes stats: +5 Dex / +7 Mag Changes resistances: +20% lightning Changes damage: +20% lightning Talent masteries: +0.10 Spell / Storm +0.20 Spell / Air Spellpower: +20 (+2 eff.) Movement speed: +10% Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +26 cold Burst (radius 1) on hit: +4 blight Burst (radius 2) on crit: +6 fire When wielded/worn: Armour: +21 Changes resistances: +6% blight / +3% fire Changes resistances penetration: +10% blight / +33% physical / +23% cold Changes damage: +6% blight / +63% physical / +12% mind Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Longbows are used to shoot arrows at your foes. |
![]() mage-hunter's dragonbone longbow of nature Requires: - Dexterity 48 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +48 nature When wielded/worn: Effects on ranged hit: * 36 arcane resource burn Changes stats: +11 Cun / +11 Wil Changes resistances: +15% all Changes resistances penetration: +23% nature Talent mastery: +0.30 Wild-gift / Antimagic Mindpower: +23 (+5 eff.) Longbows are used to shoot arrows at your foes. |
![]() Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20 arcane resource burn * 25% chance to remove a magical effect On weapon crit: * wounds the target for 7 turns: 22 bleeding, 71% reduced healing Damage (Melee): +18 nature Burst (radius 1) on hit: +4 light Burst (radius 2) on crit: +30 ice When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +15 Physical crit. chance: +15.0% Physical power: +10 (+2 eff.) Armour: +15 Damage when hit (Melee): 12 nature Changes resistances: +6% lightning / +3% nature / +6% darkness Changes resistances penetration: +14% cold / +14% physical Spell save: +22 (+4 eff.) Sharp, long, and deadly. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 56.5 - 79.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon crit: * cripple the target Burst (radius 1) on hit: +4 temporal When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +12.0% Damage when hit (Melee): 8 nature Changes stats: +7 Dex Changes resistances: +5% arcane / +12% temporal Changes resistances penetration: +10% arcane Changes damage: +3% temporal Sharp, long, and deadly. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Damage (Melee): +12 darkness / +4 acid Burst (radius 1) on hit: +4 acid Damage against: +16% Living When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +7 Str Changes resistances penetration: +10% acid Changes damage: +9% acid / +12% physical / +9% temporal Stamina when hit: +2.00 Sharp, long, and deadly. |
![]() Requires: - Magic 20 - Strength 32 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 46.0 - 64.4 Uses stats: 10% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 15% chance to animate a bleeding foe's blood Lifesteal (this weapon only): +5% Damage conversion: 50% blight When wielded/worn: Changes damage: +15% blight / +15% physical Grants telepathy: Undead/Blood Maximum vim: +25.00 Spellpower: +21 (+2 eff.) Spell crit. chance: +8% It can be used to activate talent Bleeding Edge (costing 11 power out of 20/20) : Effective talent level: 4.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
![]() Requires: - Strength 48 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% On weapon hit: * Slows global speed by 55% * leeches stamina from the target Damage (Melee): +13 temporal / +14 nature When wielded/worn: Accuracy: +15 (+4 eff.) Damage when hit (Melee): 13 nature slow Changes stats: +5 Dex Mental save: +30 (+7 eff.) Stun/Freeze immunity: +15% Knockback immunity: +15% Sharp, long, and deadly. |
![]() Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+5 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 60% * 60% chance to disease Damage (Melee): +60 insidious poison Burst (radius 1) on hit: +12 darkness When wielded/worn: Effects on melee hit: * Slows global speed by 48% * 32% chance to disease Damage when hit (Melee): 16 arcane / 12 darkness Changes stats: +4 Mag Changes resistances penetration: +40% arcane Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +8 (+1 eff.) Sharp, long, and deadly. |
![]() Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +0.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 36.0 - 50.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +15 nature / +16 temporal When wielded/worn: Changes resistances: +15% darkness Changes damage: +15% darkness Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +2% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 55.5 - 77.7 Uses stat: 100% Str Damage type: Arcane Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +48 insidious poison / +4 fire Burst (radius 1) on hit: +4 arcane Burst (radius 2) on crit: +8 fire When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +13 Changes resistances penetration: +13% physical / +15% arcane / +25% fire Sharp, long, and deadly. |
![]() Requires: - Willpower 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 20% Wil, 90% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Talent mastery: +0.00(-) Race / Krog Spell save: +18 (+4 eff.) Mental save: +0 (+0 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
![]() Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Combat speed: +10% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Lightning Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Slows global speed by 41% Damage (Melee): +16 lightning Burst (radius 2) on crit: +8 lightning / +12 nature When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +13 (+3 eff.) Effects on melee hit: * Slows global speed by 30% * 31% chance to daze at end of turn Changes resistances penetration: +10% lightning / +10% nature Changes damage: +27% lightning Disarm immunity: +40% Sharp, long, and deadly. |
![]() Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 32.0 - 44.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +17 temporal / +14 nature / +12 arcane When wielded/worn: Changes stats: +9 Wil Changes resistances: +9% blight Changes resistances penetration: +30% blight Spell crit. chance: +7% Defense after a teleport: +18 Resist all after a teleport: +18% New effects duration reduction after a teleport: +18% Sharp, long, and deadly. |
![]() Requires: - Strength 40 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +20 Crit. chance: +5.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +10 Str / +8 Mag Changes resistances: +18% darkness / +12% blight Changes resistances penetration: +15% darkness Changes damage: +25% darkness Shadow Power: +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * release a burst of light and dark damage (scales with Magic) When wielded/worn: Changes stats: +4 Str / +4 Mag / +4 Cun Changes damage: +18% darkness / +18% light Spellpower: +12 (+1 eff.) Spell crit. chance: +4% Light radius: +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
![]() Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 46.5 - 65.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 26% chance to cause random gloom Damage (Melee): +16 mind When wielded/worn: Changes stats: +3 Cun / +4 Wil Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Base power: 42.5 - 59.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 22 bleeding, 71% reduced healing * wounds the target for 7 turns: 22 bleeding, 71% reduced healing Damage (Melee): +60 insidious poison When wielded/worn: Physical crit. chance: +28.0% Physical power: +24 (+4 eff.) Damage when hit (Melee): 8 blight Changes stats: +2 Dex / +3 Mag / +1 Wil Changes resistances: +9% blight Changes resistances penetration: +5% blight Reduces incoming crit damage: 15.00% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 53.0 - 74.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 59.0 - 82.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25 arcane resource burn * 25% chance to remove a magical effect On weapon crit: * burns latent spell energy Damage (Melee): +19 nature When wielded/worn: Effects on melee hit: * 32% chance to blind Damage when hit (Melee): 8 acid Changes resistances: +3% light Changes resistances penetration: +15% light Changes damage: +9% acid Blunt and deadly. |
![]() Requires: - Strength 24 - Cunning 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 90% Str, 20% Cun Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +20.0% Attack speed: 100% Burst (radius 2) on crit: +50 manaburn arcane When wielded/worn: Changes resistances: +15% arcane / +20% blight Talent mastery: +0.00(-) Race / Krog Mental save: +0 (+0 eff.) It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
![]() Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 4 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 26% chance to cause random gloom Damage (Melee): +21 mind When wielded/worn: Accuracy: +15 (+4 eff.) Armour penetration: +10 Fatigue: -4% Changes stats: +2 Cun / +6 Wil Changes resistances: +6% darkness Changes resistances penetration: +10% physical Critical mult.: +3.00% Blunt and deadly. |
![]() thought-forged voratun mace of dampening (46-64.4 power, 6 apr) Requires: - Strength 48 Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 46.0 - 64.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 35% chance to cause random gloom Damage (Melee): +25 mind When wielded/worn: Changes stats: +7 Cun / +7 Wil Changes resistances: +13% acid / +17% fire / +13% cold / +17% lightning Spell save: +15 (+3 eff.) Blunt and deadly. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 58.5 - 81.9 Uses stat: 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +2 Dex Changes resistances: +15% fire Changes resistances penetration: +15% fire Changes damage: +12% fire Reduces incoming crit damage: 15.00% Infravision radius: +3 Blunt and deadly. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 60.0 - 84.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 21 arcane resource burn Damage when hit (Melee): 12 acid Changes resistances: +6% blight / +12% nature / +15% acid Changes resistances penetration: +25% light Spell save: +6 (+1 eff.) Light radius: +3 Blunt and deadly. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +11 Physical power: +14 (+2 eff.) Changes stats: +2 Str / +2 Mag / +7 Con Changes resistances: +6% blight / +9% nature / +5% arcane / +7% all Changes resistances penetration: +14% nature / +28% physical Changes damage: +14% physical Spell save: +20 (+4 eff.) Disarm immunity: +31% Light radius: +2 Blunt and deadly. |
![]() Aromira (17-18.7 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This psionic mindstar has an epiphany about dreams. Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 blight Changes stats: +4 Mag / +8 Wil Changes damage: +34% mind Critical mult.: +15.00% Spell save: +9 (+2 eff.) Mental save: +40 (+9 eff.) Maximum hate: +6.00 Maximum vim: +60.00 Mindpower: +16 (+4 eff.) Mental crit. chance: +14% Heals friendly targets nearby when you use a nature summon: +50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 25% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.20 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 32 power out of 60/60) : Effective talent level: 1.0 Power cost: 32 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 46 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() Camodin the Sparkbraid (18-19.8 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 18.0 - 19.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 arcane Burst (radius 2) on crit: +12 lightning When wielded/worn: Damage when hit (Melee): 16 temporal Changes resistances: +6% arcane / +6% temporal Changes resistances penetration: +30% arcane / +10% temporal Changes damage: +10% acid / +24% temporal / +6% arcane Equilibrium when hit: +2.20 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 40 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 24.0 - 26.4 Uses stats: 60% Wil, 20% Cun Damage type: Dreamforge Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+3 eff.) Physical power: +10 (+2 eff.) Damage (Melee): 30 dreamforge Changes stats: +4 Cun / +6 Wil Changes resistances: +5% physical / +5% mind / +15% fire Changes resistances penetration: +10% mind / +10% physical Changes damage: +10% physical / +10% mind / +10% fire Talent masteries: +0.20 Psionic / Dream Forge +0.20 Psionic / Dream Smith Mindpower: +16 (+4 eff.) Mental crit. chance: +8% It can be used to activate talent Forge Bellows (costing 13 power out of 30/30) : Effective talent level: 3.0 Power cost: 13 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 34.64 mind damage, 30.12 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 2.98 mind and 2.59 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. The natural wyrm seeks an element. Base power: 16.0 - 17.6 Uses stats: 40% Wil, 10% Cun, 20% Str Damage type: Physical Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 18% acid / 18% cold / 18% lightning / 18% fire When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Changes resistances: +8% acid / +8% physical / +8% fire / +8% lightning / +8% cold Changes damage: +8% lightning / +8% physical / +8% fire / +8% acid / +8% cold Talent masteries: +0.10 Wild-gift / Venom drake aspect +0.10 Wild-gift / Cold drake aspect +0.10 Wild-gift / Fire drake aspect +0.10 Wild-gift / Storm drake aspect +0.10 Wild-gift / Sand drake aspect Mindpower: +8 (+2 eff.) Mental crit. chance: +4% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Fire Breath (costing 16 power out of 30/30) : Effective talent level: 4.0 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 462.39 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 It is part of a set of items. This natural sand should be returned to the wyrm. This natural mindstar summons a caller. Base power: 13.0 - 14.3 Uses stats: 45% Wil, 25% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Burst (radius 2) on crit: +8 acid When wielded/worn: Damage when hit (Melee): 6 physical Changes resistances: +9% physical Changes resistances penetration: +10% acid / +13% physical Changes damage: +12% acid / +6% physical Mindpower: +24 (+6 eff.) Mental crit. chance: +7% Light radius: +3 It can be used to activate talent Burrow, placing all other charms into a 16 cooldown : Effective talent level: 1.0 Power cost: 16 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 21 of target armor and 10% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Requires: - Willpower 36 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 20% Cun Damage type: Nature slow Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +25 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +6 Wil Changes resistances: +12% arcane / +12% blight Changes damage: +18% nature / +15% acid Talent masteries: +0.10 Wild-gift / Slime +0.10 Wild-gift / Ooze Spell save: +15 (+3 eff.) Mindpower: +12 (+3 eff.) Mental crit. chance: +8% It can be used to activate talent Ooze Spit (costing 11 power out of 20/20) : Effective talent level: 2.0 Power cost: 11 out of 20/20. Range: 10 Travel Speed: 800% of base Description: Spit slime at your target doing 133.20 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
![]() gifted pulsing mindstar (12.5-13.75 power, 32 apr, mind 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: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Mindpower: +18 (+4 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() horrifying living mindstar of clarity (17-18.7 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: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 10 mind / 10 darkness Changes damage: +10% mind / +7% darkness Mental save: +10 (+2 eff.) Maximum psi: +50.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() living mindstar 'Xanyrikira' (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural mindstar summons a caller. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Armour: +2 Changes resistances: +3% acid / +6% temporal Physical save: +7 (+1 eff.) Spell save: +10 (+2 eff.) Mental save: +20 (+5 eff.) Poison immunity: +15% Silence immunity: +10% Disarm immunity: +15% Pinning immunity: +10% Teleport immunity: +20% Equilibrium when hit: +2.10 Maximum psi: +50.00 Mindpower: +21 (+5 eff.) Mental crit. chance: +10% 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 life (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 Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Life regen: +1.70 Maximum life: +38.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() resonating living mindstar of balance (16.5-18.15 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This mindstar will resonate with other psionic mindstars. Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +8% mind Changes resistances penetration: +7% mind Changes damage: +10% mind Physical save: +9 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Equilibrium when hit: +2.50 Psi when hit: +2.50 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% Damage Resonance (when hit): +24% 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. |
![]() summoner's living mindstar of venom (16-17.6 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural venom should be returned to the wyrm. This natural mindstar summons a caller. Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 20 acid Changes resistances: +20% acid Changes resistances penetration: +14% acid Changes damage: +20% acid Life regen: +1.90 Mindpower: +22 (+5 eff.) Mental crit. chance: +10% 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. |
![]() Glareraptor the dragonbone vilestaff (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 blight When wielded/worn: Effects on melee hit: * 40% chance to blind Damage when hit (Melee): 16 light Changes resistances: +5% physical / +12% darkness / +9% cold Changes damage: +30% blight / +30% fire Talent granted: +1 Command Staff Physical save: +15 (+3 eff.) Spell save: +15 (+3 eff.) Mental save: +15 (+3 eff.) Disarm immunity: +20% Only die when reaching: -40.00 life Spellpower: +15 (+1 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Arcane Vortex (-2 turns) Ice Storm (-2 turns) Chain Lightning (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 (+3 eff.) Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
![]() Requires: - Magic 48 Powered by unknown forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +8 Mag / +7 Wil Changes resistances penetration: +30% temporal Changes damage: +40% temporal Talent masteries: +0.10 Chronomancy / Stasis +0.10 Chronomancy / Flux +0.10 Spell / Temporal Talents cooldown: Attenuate (-1 turn) Stop (-2 turns) Time Shield (-3 turns) Time Shield (-3 turns) Teleport immunity: +100% Spellpower: +40 (+3 eff.) Spell crit. chance: +15% Reduces paradox anomalies(equivalent to willpower): +25 A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() dragonbone starstaff (30-36 power, 6 apr, physical element) Requires: - Magic 48 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% physical Talent granted: +1 Command Staff Spellpower: +15 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering elven-wood starstaff of might (25-30 power, 5 apr, darkness element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% darkness Talent granted: +1 Command Staff Mana each turn: +0.34 Maximum mana: +84.00 Spellpower: +12 (+1 eff.) Spell crit. chance: +17% Staves designed for wielders of magic, by the greats of the art. |
![]() chilling orichalcum trident of projection (53.5-85.6 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 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 Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Projects up to 5 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +37 cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() elemental orichalcum trident of rage (54-86.4 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 54.0 - 86.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Accuracy: +21 (+6 eff.) Changes stats: +10 Str Changes resistances penetration: +24% acid / +24% fire / +24% cold / +24% lightning Changes damage: +21% physical Stamina when hit: +4.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() plaguebringer's orichalcum trident of massacre (72-115.2 power, 16 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 5 It must be held with both hands. Base power: 72.0 - 115.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +16 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 5). On weapon hit: * 28% chance to disease Damage (Melee): +28 blight When wielded/worn: Disease immunity: +49% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Requires: - Strength 40 - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Ice Breath (15% chance level 2). Damage conversion: 50% ice When wielded/worn: Armour: +20 Changes resistances penetration: +20% cold Ice block penetration: +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() Requires: - Strength 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Projects up to 6 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Damage (Melee): +53 insidious poison Burst (radius 1) on hit: +8 fire Burst (radius 2) on crit: +8 nature When wielded/worn: Damage when hit (Melee): 8 physical Changes damage: +6% fire Critical mult.: +6.00% Only die when reaching: -40.00 life One-handed war axes. |
![]() Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 32.5 - 45.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% Burst (radius 1) on hit: +8 mind When wielded/worn: Armour penetration: +13 Physical crit. chance: +12.0% Damage when hit (Melee): 8 mind Changes stats: +3 Mag Grants telepathy: Demon/Minor Demon/Major Critical mult.: +17.00% Mental save: +9 (+2 eff.) Maximum psi: +10.00 Mindpower: +6 (+1 eff.) Mental crit. chance: +5% One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Light Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 41% chance to inflict 15% damage reduction Damage (Melee): +20 temporal / +16 nature Burst (radius 1) on hit: +16 darkness Burst (radius 2) on crit: +16 light When wielded/worn: Damage when hit (Melee): 16 light Changes resistances: +9% light Changes damage: +15% light Light radius: +2 One-handed war axes. |
![]() Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 56.0 - 78.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * cripple the target Damage (Melee): +4 nature When wielded/worn: Armour penetration: +13 Physical crit. chance: +28.0% Effects on melee hit: * 30% chance to blind Changes resistances: +9% light Changes resistances penetration: +15% nature Critical mult.: +19.00% Spell save: +26 (+5 eff.) One-handed war axes. |
![]() Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 4 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% Damage (Melee): +8 temporal / +12 nature When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +10 Physical crit. chance: +11.0% Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 acid Changes stats: +4 Str Changes resistances: +6% blight Changes damage: +6% acid / +10% physical Critical mult.: +14.00% Stamina when hit: +1.50 One-handed war axes. |
![]() Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% Damage (Melee): +45 insidious poison / +18 temporal / +8 nature One-handed war axes. |
![]() voratun waraxe (39-54.6 power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +30 (+6 eff.) Changes stats: +10 Str / +3 Cun / +9 Con Changes resistances penetration: +10% mind / +10% temporal Critical mult.: +8.00% Physical save: +21 (+4 eff.) Heals friendly targets nearby when you use a nature summon: +40 Size category: +2 A belt that goes around your waist. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+0 eff.) Changes stats: +8 Str / +3 Wil / +2 Con Changes resistances: +10% cold / +6% fire Changes damage: +6% fire Critical mult.: +11.00% Mental save: +8 (+2 eff.) Maximum life: +75.00 A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() blurring drakeskin leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+2 eff.) Defense: +23 (+5 eff.) Stealth bonus: +15 Spell save: +13 (+3 eff.) Size category: +1 A belt that goes around your waist. |
![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+1 eff.) Changes resistances penetration: +16% physical Changes damage: +3% acid / +24% physical Critical mult.: +21.00% Physical save: +13 (+3 eff.) Psi when hit: +0.24 Mindpower: +9 (+2 eff.) Mental crit. chance: +2% A belt that goes around your waist. |
![]() monstrous drakeskin leather belt of valiance Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +15 (+3 eff.) Changes stats: +6 Str / +6 Wil / +6 Con Physical save: +15 (+3 eff.) Mental save: +13 (+3 eff.) Maximum life: +93.00 Size category: +1 A belt that goes around your waist. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Mindpower: +6 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 6 power out of 25/25) : Effective talent level: 3.0 Power cost: 6 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 61 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 50% 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. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +15% acid / +19% darkness / +18% blight / +5% arcane / +17% nature / +3% light Changes resistances penetration: +9% darkness / +10% fire Changes damage: +22% darkness Stealth bonus: +5 Physical save: +11 (+2 eff.) Mental save: +11 (+2 eff.) Life regen: +2.80 Only die when reaching: -50.00 life Healing mod.: +23% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Defense: +14 (+3 eff.) Damage when hit (Melee): 30 mind Changes stats: +4 Dex / +8 Wil / +6 Cun Changes resistances: +10% darkness / +10% mind Changes damage: +4% all Talent masteries: +0.20 Cursed / Gloom +0.20 Cursed / Darkness Stealth bonus: +12 Mental save: +10 (+2 eff.) Hate per kill: +5.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to activate talent Creeping Darkness (costing 10 power out of 18/18) : Effective talent level: 4.0 Power cost: 10 out of 18/18. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 38.10 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 20% chance to gain 10% of a turn (3/turn limit) Changes resistances: +10% acid / +3% temporal / +10% lightning / +3% nature / +40% cold / +6% arcane / +9% fire Changes resistances penetration: +10% nature Changes damage: +6% nature Maximum life: +57.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * 20 arcane resource burn Effects when hit in melee: * 32% chance to inflict 15% damage reduction * 36% chance to disease Changes stats: +9 Str / +7 Con Changes resistances: +3% lightning / +6% light / +15% blight / +9% cold / +15% nature / +6% fire Physical save: +8 (+2 eff.) Pinning immunity: +5% Life regen: +2.90 Maximum life: +79.00 Healing mod.: +24% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +34 (+8 eff.) Defense: +3 (+1 eff.) Fatigue: -9% Damage when hit (Melee): 8 darkness Changes stats: +4 Cun / +3 Dex Changes resistances: +18% blight / +12% fire / +20% nature Changes resistances penetration: +10% darkness / +25% fire Changes damage: +3% darkness / +12% fire Life regen: +2.50 Maximum life: +98.00 Maximum stamina: +34.00 Healing mod.: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Defense: +6 (+1 eff.) Changes stats: +5 Mag / +4 Wil / +3 Cun Spell save: +25 (+5 eff.) Blindness immunity: +50% Spellpower: +30 (+2 eff.) See invisible: +10 Talent on hit(spell): Blood Grasp (5% chance level 3). Talent on hit(spell): Soul Rot (5% chance level 3). Talent on hit(spell): Bone Spear (5% chance level 3). A silk robe, darker than the darkest night sky, it radiates power. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 5 When wielded/worn: Defense: +12 (+3 eff.) Damage (Melee): 35 mind / 10 % chance of gloom effects Damage when hit (Melee): 35 mind / 10 % chance of gloom effects Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +20% all Talent masteries: +0.20 Psionic / Focus +0.20 Cursed / Punishments +0.20 Cursed / Slaughter +0.10 Psionic / Solipsism Psi each turn: +0.20 Hate when firing a critical mind attack: +4.00 Psi when firing a critical mind attack: +4.00 Hate per kill: +2.00 Mindpower: +20 (+5 eff.) Mental crit. chance: +9% Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Talent on hit(mindpower): Agony (8% chance level 2). Talent on hit(mindpower): Hateful Whisper (8% chance level 2). This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() Gorudunik (5 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +36% lightning / +15% temporal / +20% mind / +9% light Changes damage: +20% mind Reduces incoming crit damage: 20.00% Spell save: +18 (+4 eff.) Mental save: +12 (+3 eff.) Blindness immunity: +10% Equilibrium when hit: +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() focusing woollen robe of Angolwen (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +10 Wil / +10 Mag Silence immunity: +29% Mana each turn: +0.16 Psi each turn: +0.18 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Defense: +6 (+1 eff.) Fatigue: +1% Changes stats: +8 Cun / +8 Mag Changes resistances: +12% arcane Changes resistances cap: +5% arcane Spellpower: +5 (+0 eff.) It can be used to phase door up to range 6, within radius 2 of the target location, costing 13 power out of 24/24. A wispy purple aura surrounds these translucent black boots. |
![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+2 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cursed / Endless hunt +0.20 Cunning / Trapping +0.20 Cursed / Predator Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action), costing 18 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 63% (based on Cunning), costing 27 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +1 Defense: +7 (+2 eff.) Fatigue: +2% Changes stats: +8 Cun / +4 Dex Talent mastery: +0.10 Spell / Temporal It can be used to blink to a nearby random location within range 10 (based on Magic), costing 12 power out of 40/40. Those leather boots can make anybody as annoying as their former possessor, Draebor. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +11 Physical crit. chance: +5.0% Physical power: +4 (+0 eff.) Armour: +5 Fatigue: -6% Effects on melee hit: * 30% chance to daze at end of turn Changes resistances: +26% lightning / +10% temporal / +3% mind Changes damage: +15% mind Stamina each turn: +0.90 Maximum life: +60.00 Movement speed: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -7% Changes stats: +2 Mag Changes resistances penetration: +20% light Grants telepathy: Demon/Minor Demon/Major Reduces incoming crit damage: 15.00% Spellpower: +5 (+0 eff.) Infravision radius: +3 See invisible: +15 A pair of boots made of leather. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +0 Defense: +0 (+0 eff.) Fatigue: +3% Changes stats: +8 Wil / +8 Mag Knockback immunity: +100% Spellpower: +5 (+0 eff.) Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. It can be used to combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +5% Changes stats: +3 Con Changes resistances: +9% blight / +9% fire / +14% cold / +5% physical Changes resistances penetration: +15% blight / +15% lightning Changes damage: +15% blight Physical save: +9 (+2 eff.) Only die when reaching: -104.00 life A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Accuracy: +6 (+2 eff.) Armour penetration: +10 Physical crit. chance: +4.0% Physical power: +10 (+2 eff.) Armour: +5 Fatigue: +5% Changes stats: +2 Str Changes damage: +9% fire Silence immunity: +44% Confusion immunity: +50% Stun/Freeze immunity: +36% Stamina each turn: +0.80 Maximum stamina: +54.00 A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +5% Changes stats: +6 Mag / +4 Con Changes resistances: +6% nature Changes damage: +9% light Silence immunity: +80% Confusion immunity: +75% Stun/Freeze immunity: +92% Light radius: +4 Infravision radius: +3 A pair of boots made of leather. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +6 (+1 eff.) Armour: +5 Defense: +32 (+7 eff.) Ranged Defense: +10 (+2 eff.) Fatigue: +5% Changes resistances: +10% fire / +9% darkness / +13% cold Changes resistances penetration: +15% physical Physical save: +6 (+1 eff.) Disease immunity: +10% Stun/Freeze immunity: +20% Life regen: +5.40 Healing mod.: +26% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 16 cooldown : Effective talent level: 5.2 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 55 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 40% Cun, 40% Str, 20% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Shadow Simulacrum (15% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Changes stats: +3 Mag Changes resistances: +5% arcane Changes resistances penetration: +5% blight Changes damage: +3% arcane Maximum vim: +30.00 When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% Damage Shield penetration (this weapon only): +50% Damage (Melee): +5 arcane Burst (radius 2) on crit: +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical crit. chance: +14.0% Armour: +10 Changes resistances: +6% darkness / +9% acid Critical mult.: +11.00% Reduces incoming crit damage: 15.00% Poison immunity: +15% Confusion immunity: +15% Knockback immunity: +5% Spell crit. chance: +14% Mental crit. chance: +14% When used to modify unarmed attacks: Base power: 22.0 - 24.2 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +12.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 3). Burst (radius 2) on crit: +12 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Defense: +8 (+2 eff.) Changes stats: +3 Str / +3 Wil / +3 Cun Changes damage: +8% physical Talent mastery: +0.20 Technique / Grappling Disarm immunity: +40% Mindpower: +3 (+0 eff.) When used to modify unarmed attacks: Base power: 25.0 - 35.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 87% When this weapon hits: Implode (5% chance level 1). When this weapon hits: Perfect Control (5% chance level 1). When this weapon hits: Quick as Thought (5% chance level 3). When this weapon hits: Poisonous Bite (20% chance level 3). It can be used to activate talent Mindhook (costing 9 power out of 24/24) : Effective talent level: 4.0 Power cost: 9 out of 24/24. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +6 Damage (Melee): 5 darkness Damage when hit (Melee): 4 light Changes stats: +3 Cun / +3 Mag Changes resistances: +7% light / +16% darkness Changes resistances penetration: +15% acid Changes damage: +6% darkness Mental save: +7 (+1 eff.) Maximum life: +44.00 Infravision radius: +1 When used to modify unarmed attacks: Base power: 20.0 - 22.0 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +4 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). On weapon hit: * 10% chance to inflict 15% damage reduction Damage (Melee): +12 acid Burst (radius 2) on crit: +26 light / +31 darkness It can be used to activate talent Starfall, placing all other charms into a 11 cooldown : Effective talent level: 1.0 Power cost: 11 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 23.03 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +22 (+6 eff.) Armour penetration: +27 Physical power: +33 (+6 eff.) Armour: +3 Damage when hit (Melee): 4 light Changes stats: +9 Str / +9 Dex / +8 Cun Changes resistances: +19% blight / +9% darkness Spell save: +20 (+4 eff.) When used to modify unarmed attacks: Base power: 36.5 - 51.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +8 Armour Penetration: +37 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). On weapon hit: * Slows global speed by 22% * 17% chance to corrode armour by 30% It can be used to activate talent Steady Shot, placing all other charms into a 11 cooldown : Effective talent level: 3.0 Power cost: 11 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Damage (Melee): 15 darkness / 15 cold Changes damage: +20% darkness / +20% cold Only die when reaching: -100.00 life Maximum hate: +20.00 Healing mod.: -10% When used to modify unarmed attacks: Base power: 26.0 - 36.4 Uses stats: 40% Wil, 40% Str, 40% Dex, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Slash (5% chance level 3). When this weapon hits: Dominate (10% chance level 3). It can be used to activate talent Frost Grab (costing 11 power out of 30/30) : Effective talent level: 4.0 Power cost: 11 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Grab a target and pull it next to you, covering it with frost while reducing its movement speed by 50% for 7 turns. The ice will also deal 9.98 cold damage. The damage and chance to slow will increase with your Spellpower. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Base power: 18.0 - 19.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 13 power out of 24/24) : Effective talent level: 2.0 Power cost: 13 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 353.91 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() heroic voratun gauntlets (0 def, 9 armour) Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +9 Mental save: +15 (+3 eff.) Maximum life: +80.00 When used to modify unarmed attacks: Base power: 38.5 - 53.9 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +13 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +10 Armour: +3 Changes stats: +8 Dex / +10 Mag / +15 Cun Changes resistances: +9% light / +9% darkness Changes resistances penetration: +10% blight / +5% temporal Changes damage: +7% arcane / +6% blight Infravision radius: +2 When used to modify unarmed attacks: Base power: 28.5 - 39.9 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +9 Armour Penetration: +23 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 5). Damage (Melee): +13 arcane / +8 temporal Burst (radius 2) on crit: +8 blight / +50 light / +50 darkness / +15 arcane It can be used to activate talent Starfall, placing all other charms into a 11 cooldown : Effective talent level: 1.0 Power cost: 11 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 23.03 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +3 Damage (Melee): 9 fire Damage when hit (Melee): 4 mind Changes stats: +4 Con Changes resistances: +3% acid / +16% fire / +6% temporal Changes damage: +8% fire Physical save: +24 (+5 eff.) Spell save: +34 (+7 eff.) Mental save: +7 (+1 eff.) Disarm immunity: +35% Life regen: +3.70 Stamina each turn: +1.10 Psi each turn: +0.22 When used to modify unarmed attacks: Base power: 27.0 - 37.8 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Second Wind (10% chance level 1). When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 5). Damage (Melee): +10 physical Burst (radius 2) on crit: +8 mind / +11 fire Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 16 cooldown : Effective talent level: 2.0 Power cost: 16 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. You need to find something to bind its powers. When wielded/worn: Armour: +3 Fatigue: +3% Reduce damage by fixed amount: +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Changes stats: +3 Cun / +6 Wil Changes resistances: +16% physical / +26% darkness / +3% blight / +6% fire / +25% nature / +3% temporal Changes damage: +17% physical / +17% nature / +14% darkness Stun/Freeze immunity: +15% Maximum hate: +10.00 Mindpower: +16 (+4 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +10 Cun / +10 Wil Changes resistances: +15% light / +15% mind / +10% arcane Life regen: +2.00 It can be used without being worn. It can be used to sense the presence of unique objects, costing 11 power out of 20/20. A large crown, part metallic part glass that radiates with psionic powers. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+0 eff.) Armour: +10 Fatigue: +4% Changes stats: +3 Str / +3 Dex / +4 Con Changes damage: +9% blight Critical mult.: +12.00% Stamina each turn: +0.60 Spellpower: +4 (+0 eff.) Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +5 Fatigue: +5% Effects on melee hit: * 15% chance to corrode armour by 30% Changes stats: +13 Lck / +9 Dex Changes resistances: +11% nature / +6% darkness Critical mult.: +15.00% Spell save: +9 (+2 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Maximum life: +110.00 Maximum vim: +30.00 Spell crit. chance: +5% Mental crit. chance: +7% Healing mod.: +30% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +9 (+1 eff.) Armour: +3 Fatigue: +3% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +5 Str / +4 Dex / +4 Wil / +4 Cun Changes resistances: +10% physical / +13% cold Changes resistances penetration: +25% lightning Changes damage: +12% temporal Allows you to breathe in: water Physical save: +10 (+2 eff.) A cap made of leather. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 20 blight Changes stats: +7 Str / +7 Dex / +2 Wil / +1 Cun Critical mult.: +10.00% Spell save: +3 (+1 eff.) Psi when hit: +0.08 Spellpower on spell critical (stacks up to 3 times): +6 Mental crit. chance: +1% A cap made of leather. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +7 Con / +10 Wil Changes resistances: +10% light / +15% darkness Changes resistances cap: +10% darkness Changes damage: +10% light Sight radius: -2 Reduce all damage from unseen attackers: 25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Defense: +2 (+1 eff.) Damage when hit (Melee): 16 physical Changes stats: +3 Dex Changes resistances: +24% light / +12% blight Changes resistances penetration: +15% blight Changes damage: +16% light / +9% lightning Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
![]() elven-silk wizard hat 'Furnacecrack' (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Damage when hit (Melee): 27 mind Changes stats: +5 Str / +3 Wil Changes resistances: +30% darkness / +18% fire Changes resistances penetration: +15% mind / +25% fire Changes damage: +20% darkness Grants telepathy: Dragon Reduces incoming crit damage: 20.00% See invisible: +12 A pointy cloth hat, very wizardly... |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 20 lightning Changes stats: +7 Str / +9 Dex / +4 Mag / +3 Wil / +4 Con Changes resistances: +15% lightning Reduces incoming crit damage: 15.00% A cap made of leather. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 16 fire Changes resistances: +6% cold / +5% arcane / +3% fire Changes damage: +18% arcane / +3% fire Allows you to breathe in: water A cap made of leather. |
![]() Requires: - Talent Heavy Armour Training Infused by nature 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +14 Defense: +10 (+2 eff.) Fatigue: +16% Changes stats: +6 Str / +6 Wil / +4 Cun / +10 Lck Changes resistances: +20% lightning / +20% physical / +20% cold / +20% acid / +20% fire Grants telepathy: Dragon Talents cooldown: Ice Breath (-3 turns) Lightning Breath (-3 turns) Sand Breath (-3 turns) Corrosive Breath (-3 turns) Fire Breath (-3 turns) Blindness immunity: +50% Stun/Freeze immunity: +25% Knockback immunity: +50% This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() Getufast the Miredash (5 def, 18 armour) Requires: - Strength 48 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +18 Defense: +5 (+1 eff.) Fatigue: +16% Effects on melee hit: * Slows global speed by 40% Damage when hit (Melee): 15 physical Changes resistances: +6% lightning / +12% light / +12% cold / +6% arcane / +6% darkness Reduces incoming crit damage: 10.00% Mental save: +26 (+6 eff.) Blindness immunity: +10% A suit of armour made of mail. |
![]() Requires: - Strength 20 Infused by nature Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +11 Defense: +11 (+2 eff.) Fatigue: +8% Changes stats: +5 Str / +8 Dex Changes resistances: +10% acid / +12% cold / +21% mind / +3% nature Changes resistances penetration: +10% mind Changes damage: +3% nature Allows you to breathe in: water Physical save: +19 (+4 eff.) Mental save: +18 (+4 eff.) A suit of armour made of leather. |
![]() Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness Changes resistances: +12% darkness Changes damage: +27% darkness Light radius: +3 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +27 Defense: +5 (+1 eff.) Fatigue: +8% Damage (Melee): 10 fire Damage (Ranged): 10 fire Changes resistances: +15% acid / +56% fire / +30% physical / +18% temporal Reduces incoming crit damage: 20.00% Physical save: +40 (+8 eff.) Spell save: +12 (+2 eff.) Confusion immunity: +20% Stun/Freeze immunity: +15% A suit of armour made of leather. |
![]() Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +26 Defense: +4 (+1 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 9 fire Changes resistances: +6% blight / +26% fire / +23% physical Changes resistances penetration: +15% lightning Changes damage: +12% lightning Mental save: +20 (+5 eff.) Confusion immunity: +20% Stun/Freeze immunity: +10% Knockback immunity: +20% A suit of armour made of leather. |
![]() Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +30% acid Changes resistances penetration: +20% blight Changes damage: +6% blight / +30% acid Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 temporal Changes stats: +2 Cun / +2 Con Changes resistances: +20% lightning Changes resistances penetration: +10% temporal Critical mult.: +14.00% Life regen: +2.00 Maximum life: +56.00 Infravision radius: +3 Healing mod.: +18% A suit of armour made of leather. |
![]() drakeskin leather armour of the wind (20 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +14 Physical crit. chance: +10.0% Armour: +8 Defense: +20 (+4 eff.) Fatigue: +8% Stamina each turn: +1.50 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 19 cooldown : Effective talent level: 4.0 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 293 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +3 Dex / +10 Wil / +3 Cun Changes resistances: +9% light Grants telepathy: Demon/Minor Demon/Major Life regen: +3.40 Maximum life: +87.00 Light radius: +3 See invisible: +15 Healing mod.: +26% A suit of armour made of leather. |
![]() Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour: +16 Defense: +4 (+1 eff.) Fatigue: +8% Damage (Melee): 5 fire Damage (Ranged): 9 fire Changes resistances: +15% acid / +34% fire / +3% nature / +14% physical Life regen: +0.40 Maximum stamina: +10.00 Healing mod.: +20% A suit of armour made of leather. |
![]() rejuvenating cured leather armour of stability (2 def, 4 armour) Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Changes resistances: +7% physical Physical save: +16 (+3 eff.) Life regen: +4.40 Stamina each turn: +1.30 A suit of armour made of leather. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Defense: +7 (+2 eff.) Fatigue: +26% Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 16 light Changes stats: +5 Str / +4 Con Changes damage: +18% blight / +6% light Life regen: +5.20 Maximum life: +195.00 Healing mod.: +40% A suit of armour made of metal plates. |
![]() Requires: - Constitution 150 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +50 Defense: +40 (+8 eff.) Fatigue: +70% Changes stats: +15 Str / +25 Mag Changes resistances: +10% all Physical save: +35 (+7 eff.) Spell save: +35 (+7 eff.) Life regen: +10.00 Maximum life: +270.00 Spellpower: +25 (+2 eff.) 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
![]() Requires: - Strength 48 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +35 Defense: +25 (+5 eff.) Fatigue: +15% Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +20% darkness / +15% blight / +25% fire / +20% cold Talent masteries: +0.20 Corruption / Doom covenant +0.20 Corruption / Infernal combat +0.20 Corruption / Oppression +0.20 Corruption / Wrath Physical save: +15 (+3 eff.) Spell save: +25 (+5 eff.) Confusion immunity: +100% Fear immunity: +100% Light radius: -2 Infravision radius: +3 Shadow Power: +10 Grants physical power equal to your Shadow Power. Activating this item is instant. It can be used to activate talent Link of Pain (costing 8 power out of 15/15) : Effective talent level: 3.0 Power cost: 8 out of 15/15. Range: 7 Travel Speed: instantaneous Is: a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
![]() fortifying voratun plate armour (9 def, 16 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 (+2 eff.) Fatigue: +26% Changes stats: +7 Str / +7 Con Maximum life: +100.00 A suit of armour made of metal plates. |
![]() radiant voratun plate armour of implacability (9 def, 26 armour) Requires: - Strength 60 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +26 Defense: +9 (+2 eff.) Fatigue: +17% Damage when hit (Melee): 9 light Changes stats: +6 Wil Changes resistances: +30% blight / +30% darkness Physical save: +15 (+3 eff.) Light radius: +1 A suit of armour made of metal plates. |
![]() Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 3 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+3 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Mag / +5 Wil Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 Light radius: -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() Deepskiller (12 def, 3 armour, 192.5 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Damage (Melee): 10 lightning Damage when hit (Melee): 30 lightning Changes resistances: +6% mind / +9% temporal Changes resistances penetration: +10% temporal / +10% darkness / +15% mind Talent granted: +5 Block Critical mult.: +10.00% Psi when hit: +0.08 Mindpower: +6 (+1 eff.) Handheld deflection devices. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +20 Defense: +5 (+1 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +10% Changes resistances: +25% fire / +25% cold Talents granted: +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() Requires: - Strength 28 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 5 When wielded/worn: Armour: +9 Defense: +12 (+3 eff.) Ranged Defense: +15 (+3 eff.) Fatigue: +28% Damage when hit (Melee): 10 darkness Talent masteries: +0.20 Technique / Shield offense +0.20 Technique / Shield defense +0.20 Corruption / Doom shield Talent granted: +5 Block Shadow Power: +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() voratun shield of earthen fury (12 def, 17 armour, 197 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +17 Armour Hardiness: +10% Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +16% physical Talent granted: +5 Block Handheld deflection devices. |
![]() warded voratun shield of resistance (12 def, 3 armour, 199 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) Powered by arcane forces Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When wielded/worn: Armour: +3 Defense: +12 (+3 eff.) Ranged Defense: +12 (+3 eff.) Fatigue: +14% Changes resistances: +12% acid / +13% fire / +13% cold / +13% lightning Maximum wards: +6 lightning / +6 temporal / +6 blight / +4 fire / +6 cold Talents granted: +5 Block +1 Ward Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +3 Defense: +6 (+1 eff.) Fatigue: -7% Effects on melee hit: * 10 arcane resource burn Changes stats: +6 Str Changes resistances: +9% physical / +9% light / +6% darkness / +7% fire / +5% arcane / +3% cold When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour: +2 Damage when hit (Melee): 8 acid Changes stats: +3 Str Changes resistances: +3% lightning Physical save: +12 (+3 eff.) Spell save: +13 (+3 eff.) Mental save: +11 (+2 eff.) Poison immunity: +30% Pinning immunity: +15% Maximum life: +68.00 Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -5% Changes stats: +5 Str Changes resistances penetration: +10% blight Changes damage: +9% arcane Critical mult.: +5.00% Lowers spell cool-downs by: 20% Damage Shield penetration: +30% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 43 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 4 It can be used to read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: misc / gross ; tier 3 When wielded/worn: Damage when hit (Melee): 25 darkness Disarm immunity: +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+2 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+1 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 43 power out of 150/150) : Effective talent level: 4.0 Power cost: 43 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 3.15 cold damage and 3.91 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 3 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Defense: +15 (+3 eff.) Changes stats: +2 Con Changes resistances: +3% acid / +6% light / +3% all Changes damage: +9% mind / +12% physical Physical save: +20 (+4 eff.) Spell save: +31 (+6 eff.) Mental save: +42 (+10 eff.) Life regen: +0.40 Only die when reaching: -80.00 life Maximum hate: +4.00 Mindpower: +11 (+2 eff.) Mental crit. chance: +12% Light radius: +4 See stealth: +21 See invisible: +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Damage when hit (Melee): 12 physical Changes stats: +5 Dex Changes resistances penetration: +25% acid Mental save: +6 (+1 eff.) Maximum life: +60.00 Light radius: +2 See stealth: +7 See invisible: +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +5 Str / +3 Dex / +4 Cun / +3 Con Grants telepathy: Demon/Minor Demon/Major Critical mult.: +32.00% Equilibrium when hit: +0.12 Psi when hit: +0.20 Hate when firing a critical mind attack: +5.00 Maximum life: +60.00 Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: gem / red ; tier 4 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% When used to imbue an object: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 108 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 304.64 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 14 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes resistances: +18% blight Grants telepathy: Demon/Minor Demon/Major Talent cooldown: Silence (-1 turn) Talents granted: +5 Telekinetic Blast +5 Silence Poison immunity: +10% Teleport immunity: +10% It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 171 for 7 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when hit (Melee): 12 mind Changes resistances: +18% mind / +6% arcane Changes damage: +9% fire / +21% mind / +12% arcane Talent granted: +5 Telekinetic Blast It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 171 for 7 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Damage when hit (Melee): 20 acid Changes resistances: +15% light Changes resistances penetration: +25% darkness Changes damage: +12% darkness It can be used to teleport randomly (rad 46), putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Changes stats: +5 Mag Changes resistances: +18% temporal Maximum wards: +3 physical / +5 mind / +4 darkness Changes damage: +12% blight Talent granted: +1 Ward Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +8 Maximum mana: +100.00 Spellpower: +10 (+1 eff.) Spell crit. chance: +9% It can be used to teleport randomly (rad 64), putting all charms on cooldown for 16 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Effects on melee hit: * 30% chance to disease Changes resistances: +15% light Changes resistances penetration: +35% light Changes damage: +9% acid / +24% light / +9% arcane Critical mult.: +40.00% Mana each turn: +0.12 Spellpower on spell critical (stacks up to 3 times): +6 Spell crit. chance: +5% It can be used to fire a blast of psionic energies in a range 9 beam dealing 190.50 to 381.00 mind damage, putting all charms on cooldown for 4 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Physical power: +6 (+1 eff.) Defense: +11 (+2 eff.) Ranged Defense: +11 (+3 eff.) Changes resistances: +7% physical Maximum wards: +3 physical / +5 mind / +5 darkness Changes resistances penetration: +20% lightning / +30% physical Changes damage: +15% physical Talent granted: +1 Ward Maximum life: +50.00 Maximum stamina: +35.00 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 159 for 7 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
![]() hateful voratun torque of kinetic psionic shield [power 173] (11 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 173 for 7 turns, putting all charms on cooldown for 11 turns. When used: 100% chance to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to teleport randomly (rad 52), putting all charms on cooldown for 16 turns. When used: 100% chance to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 63 for 7 turns, putting all charms on cooldown for 11 turns. When used: 100% chance to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 darkness Changes resistances: +12% temporal Changes damage: +6% darkness / +18% temporal Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to absorb and nullify at most 2 detrimental mental status effects in the next 10 turns, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 115 for 7 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 119 for 7 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Defense: +9 (+2 eff.) Ranged Defense: +9 (+2 eff.) Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances: +15% acid Changes damage: +9% blight / +12% physical It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 131 for 7 turns, putting all charms on cooldown for 11 turns. When used: 100% chance to regenerate 9 psi. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 63 for 7 turns, putting all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 173 for 7 turns, putting all charms on cooldown for 11 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 mind Changes resistances: +9% mind / +18% blight Changes damage: +6% mind / +6% blight It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. When used: 100% chance to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +6% blight Poison immunity: +45% Disarm immunity: +30% Stamina each turn: +0.40 Only die when reaching: -40.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to heal a target within range 9 (based on Willpower) for 147, putting all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +6 Con / +7 Wil Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+1 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 6 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to remove up to 5 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 poisons or diseases from a target within range 9 (based on Willpower), putting all charms on cooldown for 6 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) When used to imbue an object: Defense: +10 (+2 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
By ANGRY GREEN GIANT the Krog Rogue level 36
37th Dusk 123rd year of Ascendancy at 10:05 see stats
By ANGRY GREEN GIANT the Krog Rogue level 27
48th Pyre 123rd year of Ascendancy at 19:51 see stats
By ANGRY GREEN GIANT the Krog Rogue level 32
7th Mirth 123rd year of Ascendancy at 19:05 see stats
By ANGRY GREEN GIANT the Krog Rogue level 17
40th Regrowth 123rd year of Ascendancy at 03:06 see stats
By ANGRY GREEN GIANT the Krog Rogue level 44
10th Mirth 124th year of Ascendancy at 15:15 see stats
By ANGRY GREEN GIANT the Krog Rogue level 46
4th Dusk 124th year of Ascendancy at 18:52 see stats
By ANGRY GREEN GIANT the Krog Rogue level 48
72nd Dusk 124th year of Ascendancy at 06:27 see stats
By ANGRY GREEN GIANT the Krog Rogue level 42
2nd Mirth 124th year of Ascendancy at 13:58 see stats
By ANGRY GREEN GIANT the Krog Rogue level 21
15th Pyre 123rd year of Ascendancy at 16:16 see stats
By ANGRY GREEN GIANT the Krog Rogue level 50
30th Haze 125th year of Ascendancy at 12:42 see stats
By ANGRY GREEN GIANT the Krog Rogue level 9
58th Dusk 122nd year of Ascendancy at 08:02 see stats
By ANGRY GREEN GIANT the Krog Rogue level 45
10th Flare 124th year of Ascendancy at 02:28 see stats
By ANGRY GREEN GIANT the Krog Rogue level 39
51st Regrowth 124th year of Ascendancy at 10:50 see stats
By ANGRY GREEN GIANT the Krog Rogue level 50
17th Pyre 125th year of Ascendancy at 05:19 see stats
By ANGRY GREEN GIANT the Krog Rogue level 30
77th Pyre 123rd year of Ascendancy at 18:29 see stats
By ANGRY GREEN GIANT the Krog Rogue level 19
10th Pyre 123rd year of Ascendancy at 12:25 see stats
By ANGRY GREEN GIANT the Krog Rogue level 21
16th Pyre 123rd year of Ascendancy at 03:30 see stats
By ANGRY GREEN GIANT the Krog Rogue level 36
20th Dusk 123rd year of Ascendancy at 14:52 see stats
By ANGRY GREEN GIANT the Krog Rogue level 50
77th Regrowth 126th year of Ascendancy at 08:47 see stats
By ANGRY GREEN GIANT the Krog Rogue level 44
9th Flare 124th year of Ascendancy at 15:40 see stats
By ANGRY GREEN GIANT the Krog Rogue level 27
48th Pyre 123rd year of Ascendancy at 19:24 see stats
By ANGRY GREEN GIANT the Krog Rogue level 50
22nd Pyre 125th year of Ascendancy at 21:37 see stats
By ANGRY GREEN GIANT the Krog Rogue level 10
75th Dusk 122nd year of Ascendancy at 08:11 see stats
By ANGRY GREEN GIANT the Krog Rogue level 20
10th Pyre 123rd year of Ascendancy at 12:25 see stats
By ANGRY GREEN GIANT the Krog Rogue level 30
73rd Pyre 123rd year of Ascendancy at 17:03 see stats
By ANGRY GREEN GIANT the Krog Rogue level 40
51st Regrowth 124th year of Ascendancy at 10:50 see stats
By ANGRY GREEN GIANT the Krog Rogue level 50
4th Decay 124th year of Ascendancy at 07:03 see stats
By ANGRY GREEN GIANT the Krog Rogue level 50
24th Dusk 125th year of Ascendancy at 12:49 see stats
By ANGRY GREEN GIANT the Krog Rogue level 50
72nd Regrowth 126th year of Ascendancy at 11:31 see stats
By ANGRY GREEN GIANT the Krog Rogue level 46
7th Dusk 124th year of Ascendancy at 00:55 see stats
By ANGRY GREEN GIANT the Krog Rogue level 50
60th Pyre 125th year of Ascendancy at 02:18 see stats
By ANGRY GREEN GIANT the Krog Rogue level 17
16th Regrowth 123rd year of Ascendancy at 23:54 see stats
By ANGRY GREEN GIANT the Krog Rogue level 34
5th Flare 123rd year of Ascendancy at 15:15 see stats
By ANGRY GREEN GIANT the Krog Rogue level 28
57th Pyre 123rd year of Ascendancy at 02:00 see stats
By ANGRY GREEN GIANT the Krog Rogue level 26
43rd Pyre 123rd year of Ascendancy at 01:42 see stats
By ANGRY GREEN GIANT the Krog Rogue level 41
77th Pyre 124th year of Ascendancy at 05:15 see stats
By ANGRY GREEN GIANT the Krog Rogue level 27
50th Pyre 123rd year of Ascendancy at 05:10 see stats
By ANGRY GREEN GIANT the Krog Rogue level 6
42nd Dusk 122nd year of Ascendancy at 10:35 see stats
By ANGRY GREEN GIANT the Krog Rogue level 27
48th Pyre 123rd year of Ascendancy at 19:51 see stats
By ANGRY GREEN GIANT the Krog Rogue level 33
1st Summertide 123rd year of Ascendancy at 12:21 see stats
By ANGRY GREEN GIANT the Krog Rogue level 33
9th Mirth 123rd year of Ascendancy at 14:47 see stats
By ANGRY GREEN GIANT the Krog Rogue level 46
44th Dusk 124th year of Ascendancy at 03:37 see stats
By ANGRY GREEN GIANT the Krog Rogue level 22
18th Pyre 123rd year of Ascendancy at 09:46 see stats
By ANGRY GREEN GIANT the Krog Rogue level 16
51st Haze 122nd year of Ascendancy at 23:03 see stats
By ANGRY GREEN GIANT the Krog Rogue level 50
21st Pyre 126th year of Ascendancy at 23:44 see stats
By ANGRY GREEN GIANT the Krog Rogue level 32
6th Mirth 123rd year of Ascendancy at 08:50 see stats
By ANGRY GREEN GIANT the Krog Rogue level 28
60th Pyre 123rd year of Ascendancy at 11:57 see stats
By ANGRY GREEN GIANT the Krog Rogue level 50
12nd Pyre 125th year of Ascendancy at 21:14 see stats
Log
ANGRY GREEN GIANT's mind surges with critical power!
ANGRY GREEN GIANT is invigorated by the attack!
ANGRY GREEN GIANT's mind surges with critical power!
ANGRY GREEN GIANT is invigorated by the attack!
Luminous horror resists the blinding light!
Luminous horror starts to bleed.
ANGRY GREEN GIANT performs a melee critical strike against Luminous horror!
ANGRY GREEN GIANT reacts to an attack from Luminous horror, mitigating the blow!.
ANGRY GREEN GIANT's mind surges with critical power!
ANGRY GREEN GIANT is invigorated by the attack!
ANGRY GREEN GIANT's mind surges with critical power!
ANGRY GREEN GIANT is invigorated by the attack!
Luminous horror resists the blinding light!
ANGRY GREEN GIANT performs a melee critical strike against Luminous horror!
Poison bursts out of Luminous horror's corpse!
Luminous horror is poisoned!
Luminous horror is poisoned!
Radiant horror is poisoned!
You collect a new ingredient: pouch of luminous horror dust (1).
ANGRY GREEN GIANT performs a melee critical strike against Searing horror!
Searing horror slows down.
Searing horror shrugs off the effect 'Armor Corroded'!
Searing horror resists the blinding light!
Searing horror is crippled.
ANGRY GREEN GIANT performs a melee critical strike against Searing horror!
Searing horror shrugs off the effect 'Armor Corroded'!
Searing horror starts to bleed.
ANGRY GREEN GIANT performs a melee critical strike against Luminous horror!
ANGRY GREEN GIANT reacts to an attack from Luminous horror, mitigating the blow!.
Saving game...