








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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:
Ancient-Automated-Teacher PLUS 1.7.4Ancient-Automated-Teacher PLUS! Our AAT(Ancient-Automated-Teacher) provides wider use of tinkering: - Spawn entrance the tinker's master cave without escort quest
- Re-Add hand tinker: 1H Weapon Automaton This addon also support KOREAN Translation!Items Vault 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
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:
Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: 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 Adventure |
Sex | Female |
Race | Skeleton |
Class | Argosine |
Level / Exp | 44 / 35% |
Size | medium |
Lifes / Deaths | Killed by Salyba the elven guard at level 10 on the 11st Dusk 122nd year of Ascendancy at 02:30 1 / 7Killed by Saligawyn the elven warrior at level 11 on the 11st Dusk 122nd year of Ascendancy at 11:42 Killed by Donta the krog at level 20 on the 8th Regrowth 123rd year of Ascendancy at 06:45 Killed by Veluwe the greater gwelgoroth at level 22 on the 23rd Regrowth 123rd year of Ascendancy at 00:39 Killed by Islamina the elven warrior at level 26 on the 42nd Regrowth 123rd year of Ascendancy at 12:50 Killed by rimebark at level 26 on the 42nd Regrowth 123rd year of Ascendancy at 15:35 Killed by Iveldavea the faerlhing at level 31 on the 54th Regrowth 123rd year of Ascendancy at 08:44 |
Primary Stats
Strength | 58 (base 31) |
Dexterity | 34 (base 13) |
Constitution | 73 (base 60) |
Magic | 106 (base 60) |
Willpower | 81 (base 60) |
Cunning | 102 (base 60) |
Resources
Mana | 522/522 |
Hands | 80/90 |
Vim | 285/285 |
Life | 2172/2172 |
Stamina | 402/402 |
Healing Factor | 1.6007458214728 |
Regeneration | 2.3210814411356 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +68.21699284316% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 10 |
See Stealth | 116.3596199144 |
See Invisible | 160.24437188806 |
Offense: Mainhand
Damage | 99 |
Accuracy | 24 |
Crit Chance | 33% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 109 |
Crit Chance | 65% |
Speed | 1 |
Offense: Mind
Mindpower | 56 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Cold | +91% |
Lightning | +91% |
Mind | +27% |
Temporal | +24% |
Blight | +21% |
Arcane | +106% |
Fire | +82% |
All | +12% |
Offense: Damage Penetration
Lightning | +25% |
Darkness | +5% |
Temporal | +5% |
Blight | +20% |
Arcane | +30% |
Fire | +25% |
Cold | +35% |
Defense: Base
Armour (hardiness) | 67.789899472928 (30%) |
Defense | 41 |
Ranged Defense | 41 |
Fatigue | 28 |
Physical Save | 59 |
Spell Save | 76 |
Mental Save | 68 |
Defense: Resistances
Acid | + 36%( 70%) |
Blight | + 44%( 70%) |
Arcane | + 33%( 70%) |
Cold | + 70%( 70%) |
All | + 25%( 70%) |
Lightning | + 59%( 70%) |
Light | + 27%( 70%) |
Temporal | + 70%( 70%) |
Mind | + 63%( 70%) |
Darkness | + 36%( 70%) |
Fire | + 44%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Silence Resistance | 50% |
Bleed Resistance | 100% |
Confusion Resistance | 10% |
Fear Resistance | 40% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse 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 630 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 2.5 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 161 with a minimum range of 15. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 209 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune of the RiftUse mode: Activated Range: 9 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 587.76 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
Class Talents
Spell / Headless Horror | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Sybarite | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Oubliette | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Veiled Shepherd | 1.50 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Spell / Watcher | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Hale Hands | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Vile life | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Otherside | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Divination | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Range Amplification Device |
talent | Keen Senses |
talent | Wandering Eyes |
talent | Magpie Mirror |
talent | Aether Permeation |
talent | Defensive Posture |
talent | Premonition |
talent | Daunting Presence |
talent | Elemental Discord |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
beneficial effect | 0 of your hands are busy elsewhere Invested Hands |
beneficial effect | This creature's eyes are pressing into this reality, ready to appear 9 turns sooner. Eye Stock |
beneficial effect | Reduces cold damage received by 50%. Premonition Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by fdggdg. Escort: injured seer (level 4 of Dreadfell) | failed |
You failed to protect the injured seer from death by fdggdg. Escort: injured seer (level 4 of Old Forest) | failed |
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 Magic by +5. | done |
You failed to protect the lost defiler from death by ghoulking. Escort: lost defiler (level 3 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Salumina the thief. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You failed to protect the repented thief from death by Emelyvea the orc berserker. Escort: repented thief (level 1 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by storm drake hatchling. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
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 |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You 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. * The fortress shadow has asked that you come back as soon as possible. * You have forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 1019. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed sandworm tooth. * You've found the needed mummified bone. | active |
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 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 |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Powered by unknown forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +8% Changes resistances: +10% blight Spell save: +10 (+3 eff.) Life regen: -0.20 Maximum life: +80.00 Spellpower: +10 (+2 eff.) It can be used to activate talent Spit Blight (costing 6 power out of 50/50) : Effective talent level: 4.5 Power cost: 6 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit blight at your target doing 410.69 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
Light source | ![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% cold Changes resistances penetration: +10% cold Changes damage: +15% cold Spellpower: +10 (+2 eff.) Light radius: +5 It can be used to release a will o' the wisp that will explode against your foes for 716 cold damage (based on your Magic) Activation costs 11 power out of 20/20. This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
On head | ![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +10 Mag / +12 Wil / +10 Cun Fear immunity: -60% Spellpower: +12 (+2 eff.) Mindpower: +12 (+4 eff.) It can be used to assault the mind of a foe to utterly dominate it Activation costs 55 power out of 150/150. This headwear seems made entirely out of half rotten brain matter. Do you really want to put that over your head? |
Tool | ![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +15% mind / +9% fire Changes resistances penetration: +20% blight Changes damage: +6% fire / +15% arcane / +15% mind Spell crit. chance: +6% It can be used to heal yourself and all friendly characters within 10 spaces for 314 Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str / +4 Mag / +5 Wil / +2 Con Changes resistances: +6% fire Changes damage: +9% blight Spell save: +18 (+4 eff.) Maximum stamina: +16.00 Spellpower: +8 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances penetration: +25% lightning / +25% fire / +25% arcane / +25% cold Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around waist | ![]() Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +15% mind / +3% light Changes resistances penetration: +5% darkness Life regen: +1.40 Light radius: +3 Healing mod.: +21% A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 39.0 - 46.8 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Netherblast (20% chance level 5). When wielded/worn: Changes stats: +6 Mag / +10 Cun / +8 Con Changes resistances penetration: +5% temporal Changes damage: +39% lightning / +12% temporal / +39% cold / +39% arcane / +39% fire Talent granted: +1 Command Staff Critical mult.: +21.00% N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Maximum vim: +43.00 Maximum neg.energy: +28.00 Spellpower: +33 (+6 eff.) Spell crit. chance: +5% See invisible: +6 Talent on hit(spell): Netherblast (20% chance level 5). Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+2 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Main armor | ![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+4 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+5 eff.) Mental save: +15 (+4 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+3 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Cloak | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Wil Changes resistances penetration: +5% arcane Changes damage: +15% arcane Critical mult.: +22.00% Mental save: +10 (+3 eff.) Maximum mana: +32.00 Spellpower: +7 (+1 eff.) Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+4 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-1 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
![]() heroism infusion (die at -273; dur 7; cd 25) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -273 life. The duration and life will increase by 1% for every 1% life you have lost (currently 273 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 light, 4 physical, 3 nature, 5 temporal It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() acid wave rune (damage 141; dur 4; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 141.12 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() acid wave rune (damage 127; dur 4; cd 18) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 126.56 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() acid wave rune (damage 115; dur 4; cd 22) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 115.36 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() ethereal rune (power 16; resist 31%; move 44%; dur 5; cd 20) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 31% all resistance, you move 44% faster, and you are invisible (power 16). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shatter afflictions rune (absorb 75; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 75 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shatter afflictions rune of the wizard (absorb 163; cd 16) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 163 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shielding rune (absorb 380; dur 5; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 380 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() shielding rune (absorb 225; dur 5; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 225 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 269 damage for 3 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() stormshield rune (threshold 43; blocks 5; dur 4; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 5 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +5% arcane / +14% temporal Changes resistances penetration: +10% arcane Changes damage: +15% arcane Cut immunity: +40% Pinning immunity: +23% Knockback immunity: +24% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 3.5 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 373 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Effects when hit in melee: * 30% chance to blind Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate, 362 strength, based on Magic) for 5 turns Activation costs 14 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Spellpower: +5 (+1 eff.) Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun / +4 Wil Changes resistances: +9% fire / +12% mind / +6% temporal Changes resistances penetration: +5% fire Confusion immunity: +20% Amulets make your neck look great! |
![]() Bleakraven Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Damage when hit (Melee): 10 nature Changes stats: +9 Con Changes resistances: +18% acid / +6% fire / +6% temporal Changes resistances penetration: +15% darkness Physical save: +18 (+5 eff.) Equilibrium when hit: +0.08 Mental crit. chance: +5% Rings make your fingers look great! |
![]() Lelaldir Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+8 eff.) Armour penetration: +15 Defense: +25 (+9 eff.) Changes resistances: +15% temporal / +12% mind / +15% nature Changes damage: +6% mind Disarm immunity: +20% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 114% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+2 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 27% Damage when hit (Melee): 2 darkness Changes resistances: +22% fire Changes resistances penetration: +5% darkness Changes damage: +9% lightning / +11% fire Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Spellpower: +6 (+1 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes resistances: +12% arcane Changes damage: +12% arcane Spellpower: +6 (+1 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +9 Defense: +11 (+4 eff.) Changes resistances: +6% lightning / +36% fire / +6% blight / +6% acid Changes damage: +12% fire Stun/Freeze immunity: +24% Life regen: +3.00 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 3.5 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 114% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() stralite ring 'Floemonster' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Changes stats: +22 Str / +3 Cun Changes resistances penetration: +25% cold See invisible: +15 Rings make your fingers look great! |
![]() Brenusayatar the Ashstriker (29-44 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 29.0 - 43.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 266 damage over 5 turns and reducing armor and accuracy by 34 Damage (radius 1) on hit: +12 fire When wielded/worn: Changes stats: +8 Wil Changes damage: +15% mind Psi when hit: +0.20 Maximum hate: +6.00 Maximum psi: +30.00 Massive two-handed battleaxes. |
![]() Chirerig the Phlegmbloom (41-62 power, 3 apr) Requires: - Strength 35 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 42% chance to reduce all saves and defense by 33 Damage (Melee): +30 mind When wielded/worn: Damage when hit (Melee): 6 nature Changes stats: +5 Cun / +9 Wil Changes resistances: +12% mind / +12% nature Changes resistances penetration: +15% darkness Physical save: +15 (+4 eff.) Healing mod.: +20% Massive two-handed battleaxes. |
![]() dwarven-steel battleaxe 'Huramnir' (48-73 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 48.5 - 72.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 42 When wielded/worn: Armour: +12 Changes resistances: +12% nature / +2% physical Spell save: +3 (+1 eff.) Disease immunity: +20% Massive two-handed battleaxes. |
![]() flaming stralite battleaxe of crippling (44-67 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 44.5 - 66.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +16 fire When wielded/worn: Physical crit. chance: +13.0% Massive two-handed battleaxes. |
![]() quick voratun battleaxe of massacre (72-108 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: 72.0 - 108.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +20 (+10 eff.) Changes stats: +6 Dex Combat speed: +10% Massive two-handed battleaxes. |
![]() warbringer's stralite battleaxe of disruption (44-65 power, 3 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 43.5 - 65.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Damage against: +21% Unnatural When wielded/worn: Physical power: +13 (+5 eff.) Changes stats: +6 Con Changes resistances penetration: +13% physical Disarm immunity: +21% Massive two-handed battleaxes. |
![]() hateful voratun dagger of shearing (38-49 power, 9 apr) Requires: - Dexterity 48 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.0 - 49.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% Damage (Melee): +11 darkness Damage against: +16% Living When wielded/worn: Accuracy: +15 (+8 eff.) Armour penetration: +12 Changes resistances penetration: +10% all Sharp, short and deadly. |
![]() truestriking voratun dagger of ruin (38-50 power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +17 Physical crit. chance: +11.0% Changes resistances penetration: +9% physical Critical mult.: +17.00% Sharp, short and deadly. |
![]() Haradig (42-64 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 159 cold damage (1/turn) Damage (radius 2) on crit: +20 acid When wielded/worn: Changes resistances: +3% physical / +18% cold Changes resistances penetration: +19% cold Changes damage: +12% acid / +28% cold Reduces incoming crit damage: 15.00% Spell save: +15 (+4 eff.) Massive two-handed mauls. |
![]() blazebringer's stralite greatmaul (54-80 power, 3 apr) Requires: - Strength 35 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.5 - 80.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (radius 2) on crit: +44 fire When wielded/worn: Changes resistances penetration: +21% fire Global speed: +1% Massive two-handed mauls. |
![]() Chargesnake the dwarven-steel greatsword (40-63 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.5 - 63.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce strength, dexterity, and constitution by 42 When wielded/worn: Accuracy: +16 (+8 eff.) Defense: +16 (+6 eff.) Changes resistances: +9% mind / +18% blight Changes resistances penetration: +25% lightning / +25% blight Physical save: +9 (+3 eff.) Disarm immunity: +52% Knockback immunity: +20% Massive two-handed swords. |
![]() Radianceblight the stralite greatsword (47-75 power, 3 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 47.0 - 75.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +16 cold When wielded/worn: Armour penetration: +17 Physical crit. chance: +19.0% Effects on melee hit: * 20% chance to reduce armor by 52% Changes resistances: +18% light Changes resistances penetration: +25% light / +25% acid Critical mult.: +42.00% Massive two-handed swords. |
![]() balanced voratun greatsword of enduring (62-100 power, 4 apr) Requires: - Strength 48 Infused by nature Crafted by a master 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 Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+7 eff.) Defense: +14 (+5 eff.) Changes stats: +12 Con / +14 Wil Disarm immunity: +55% Maximum life: +136.00 Massive two-handed swords. |
![]() caustic voratun greatsword (65-104 power, 4 apr) Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +44 acid / +34 nature When wielded/worn: Armour penetration: +14 Changes resistances penetration: +7% acid / +9% nature Massive two-handed swords. |
![]() enhanced elven-wood longbow of enduring Requires: - Dexterity 35 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 When wielded/worn: Changes stats: +6 Str / +14 Dex / +5 Mag / +25 Wil / +11 Cun / +28 Con Maximum life: +86.00 Longbows are used to shoot arrows at your foes. |
![]() Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 50.0 - 70.0 Uses stats: 60% Mag, 60% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 109.18 arcane and 59.36 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+4 eff.) Spell crit. chance: +12% This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() Sword of Potential Futures (28-39 power, 10 apr) Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. In the past there was a dagger with it. Base power: 28.0 - 39.2 Uses stats: 20% Mag, 80% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +8.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spellpower: +5 (+1 eff.) Spell crit. chance: +5% 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 untapped potential of time. |
![]() dwarven-steel longsword 'Adythra' (22-32 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 22.5 - 31.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Changes resistances: +12% nature Spell save: +15 (+4 eff.) Mental save: +18 (+5 eff.) Confusion immunity: +20% Knockback immunity: +20% Healing mod.: +15% Sharp, long, and deadly. |
![]() inquisitor's stralite mace (36-51 power, 5 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.5 - 51.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Deals 95 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) Blunt and deadly. |
![]() truestriking dwarven-steel mace (27-38 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +11 Changes resistances penetration: +10% physical Blunt and deadly. |
![]() Darkbolt the living mindstar (17-19 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 Base power: 17.0 - 18.7 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 17 arcane resource burn When wielded/worn: Accuracy: +20 (+10 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 27% Changes stats: +3 Wil Changes resistances: +10% arcane Changes resistances penetration: +8% acid / +6% fire / +5% cold / +8% physical Changes damage: +14% acid / +10% fire / +14% cold / +14% physical Talent granted: +1 Attune Mindstar Mental save: +9 (+3 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Healing mod.: +19% Heals friendly targets nearby when you use a nature summon: +102 Max wilder summons: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Mardygrim the thorny mindstar (10-10 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +20 arcane When wielded/worn: Damage (Melee): 9 mind / 11 darkness Changes resistances: +5% arcane Changes damage: +7% mind / +7% darkness Talent granted: +1 Attune Mindstar Maximum psi: +50.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +11% Light radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() creative pulsing mindstar of sand (13-14 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 7 physical Changes stats: +6 Cun Changes resistances: +11% physical Changes resistances penetration: +4% physical Changes damage: +13% physical Talent granted: +1 Attune Mindstar Critical mult.: +14.00% Mindpower: +8 (+3 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 pulsing mindstar of sand (13-14 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 11 physical / 10 mind / 7 darkness Changes resistances: +12% physical Changes resistances penetration: +7% physical Changes damage: +12% physical / +3% mind / +6% darkness Talent granted: +1 Attune Mindstar Mindpower: +8 (+3 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. |
![]() living mindstar of gales (16-18 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +19 (+7 eff.) Changes damage: +12% lightning / +9% cold / +13% physical Talent granted: +1 Attune Mindstar Pinning immunity: +28% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() projecting living mindstar (16-18 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +17% lightning / +12% fire / +17% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() pulsing mindstar (13-14 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: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +8 (+3 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. |
![]() thorny mindstar 'Undeathsear' (8-9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (radius 2) on crit: +20 acid When wielded/worn: Armour: +14 Effects on melee hit: * 20% chance to slow global speed by 61% Damage (Melee): 6 darkness / 10 mind Changes resistances: +12% temporal / +12% fire Changes damage: +7% mind / +5% darkness Talent granted: +1 Attune Mindstar Spell save: +18 (+4 eff.) Stun/Freeze immunity: +20% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() enhanced cured leather sling of dampening Requires: - Dexterity 16 - Talent Shoot Infused by nature Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +3 Str / +6 Dex / +5 Mag / +5 Wil / +5 Cun / +6 Con Changes resistances: +9% acid / +9% lightning / +9% cold / +9% fire / +4% all Spell save: +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() steady reinforced leather sling of enduring Requires: - Dexterity 35 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +9 Con / +9 Wil Maximum life: +78.00 Slings are used to hurl stones or metal shots at your foes. |
![]() Duskbait (20-24 power, 4 apr, light element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+6 eff.) Physical crit. chance: +8.0% Physical power: +9 (+3 eff.) Damage when hit (Melee): 4 darkness Changes stats: +3 Dex / +4 Wil / +4 Cun / +2 Con Changes resistances: +12% darkness Changes damage: +20% light / +6% darkness Talent granted: +1 Command Staff Spellpower: +17 (+3 eff.) Spell crit. chance: +7% Mindpower: +20 (+6 eff.) Staves designed for wielders of magic, by the greats of the art. |
![]() Faladin the Ashworm (20-24 power, 4 apr, light element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Dex / +3 Wil Changes resistances: +27% acid Changes resistances penetration: +25% acid Changes damage: +20% light / +15% fire Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +8 Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
![]() Halurek the dragonbone vilestaff (30-36 power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +3% blight / +9% temporal Changes damage: +30% acid Talent granted: +1 Command Staff Blindness immunity: +10% Teleport immunity: +20% Spellpower on spell critical (stacks up to 3 times): +11 Maximum life: +100.00 Maximum mana: +110.00 Spellpower: +24 (+4 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 24 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Nature Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes resistances: +30% blight / +30% physical Damage affinity(heal): +20% physical Talent granted: +1 Command Staff Spell save: +15 (+4 eff.) Spellpower: +15 (+3 eff.) Spell crit. chance: +10% It can be used to cure up to 6 diseases or poisons (based on Magic) Activation costs 6 power out of 60/60. A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() earthen elven-wood magestaff of illumination (25-30 power, 5 apr, cold element) Requires: - Magic 35 Powered by arcane forces Infused by nature 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: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +6 Armour Hardiness: +6% Defense: +10 (+4 eff.) Changes damage: +25% cold Talent granted: +1 Command Staff Physical save: +4 (+1 eff.) Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 3.5 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 265.00 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% arcane Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood starstaff 'Glowwolf' (25-30 power, 5 apr, temporal element) Requires: - Magic 35 Infused by nature 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: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +13 (+5 eff.) Changes resistances: +21% lightning / +15% fire / +15% darkness / +12% temporal Changes resistances penetration: +15% light Changes damage: +25% temporal Talent granted: +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Light radius: +7 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 3.5 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 265.00 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() elven-wood vilestaff of channeling (25-30 power, 5 apr, fire 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: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% fire Talent granted: +1 Command Staff Mana each turn: +0.26 Spellpower: +20 (+4 eff.) Spell crit. chance: +4% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 17 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() imbued elven-wood starstaff of warding (25-30 power, 5 apr, temporal 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: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +6 (+2 eff.) Maximum wards: +2 temporal Changes damage: +25% temporal Talents granted: +4 Ward +1 Command Staff Spellpower: +12 (+2 eff.) Spell crit. chance: +4% Talent on hit(spell): Manathrust (10% chance level 3). Staves designed for wielders of magic, by the greats of the art. |
![]() void walker's yew magestaff (20-24 power, 4 apr, lightning element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +10% darkness / +8% temporal Changes damage: +20% lightning Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Defense after a teleport: +14 Resist all after a teleport: +10% New effects duration reduction after a teleport: +11% Staves designed for wielders of magic, by the greats of the art. |
![]() truestriking stralite steamsaw of torment (30-45 power, 19 apr) Requires: - Strength 35 - Talent Steam Pool Crafted by a master Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 30.0 - 45.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +67 On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Attacks use: 1.0 Steam When wielded/worn: Accuracy: +14 (+7 eff.) Armour penetration: +9 Armour: +5 Defense: +8 (+3 eff.) Fatigue: +10% Changes resistances penetration: +9% physical Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() voratun steamsaw of shearing (40-60 power, 25 apr) Requires: - Strength 48 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 5 Base power: 40.0 - 60.0 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +5.0% Attack speed: 100% Block value: +108 Attacks use: 1.0 Steam When wielded/worn: Accuracy: +12 (+6 eff.) Armour penetration: +15 Armour: +6 Defense: +10 (+4 eff.) Fatigue: +12% Changes resistances penetration: +9% all Talent granted: +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() plaguebringer's stralite waraxe (35-49 power, 5 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 35.0 - 49.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 42 Damage (Melee): +9 blight When wielded/worn: Disease immunity: +16% One-handed war axes. |
![]() voratun waraxe of amnesia (42-58 power, 6 apr) Requires: - Strength 48 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) One-handed war axes. |
![]() warbringer's voratun waraxe of vileness (40-55 power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.5 - 55.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 42 Damage (Melee): +16 blight When wielded/worn: Physical power: +10 (+4 eff.) Changes stats: +4 Con Changes resistances penetration: +10% physical Disarm immunity: +33% One-handed war axes. |
![]() Emblem of Evasion Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+7 eff.) Changes stats: +12 Dex / +10 Cun / +8 Lck Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 17 power out of 30/30) : Effective talent level: 5.5 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 30% chance to evade melee and ranged attacks and 26 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() hardened leather belt of containment Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Maximum life: +96.00 Maximum mana: +53.00 Maximum stamina: +31.00 Maximum hate: +13.00 Maximum psi: +20.00 Maximum vim: +25.00 Maximum pos.energy: +26.00 Maximum neg.energy: +25.00 Reduces paradox anomalies(equivalent to willpower): +13 A belt that goes around your waist. |
![]() hardened leather belt of magery Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +8 Mag / +6 Wil Spell crit. chance: +4% A belt that goes around your waist. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage against: +16% Summoned Reduced damage from: +16% Summoned A belt that goes around your waist. |
![]() Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() Xerylratha the elven-silk cloak (13 def, 10 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Armour: +10 Defense: +13 (+5 eff.) Damage when hit (Melee): 4 physical Changes stats: +9 Mag / +15 Wil / +3 Cun Spell save: +9 (+2 eff.) Maximum mana: +80.00 Spell crit. chance: +7% Mental crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() cashmere cloak of sorcery (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +4 Wil Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() shadow cashmere cloak of the voidstalker (2 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +34% darkness / +14% temporal Changes resistances penetration: +14% darkness Changes damage: +11% darkness Stealth bonus: +13 Defense after a teleport: +17 Resist all after a teleport: +13% New effects duration reduction after a teleport: +18% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 6 turns. 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 3 When wielded/worn: Armour: +2 Defense: +15 (+5 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +10 Mag Changes resistances: +50% fire / -10% cold / +11% all Changes resistances penetration: +20% fire Changes damage: +20% fire Spellpower: +12 (+2 eff.) Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() Fogravager (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 27% Changes stats: +7 Str / +8 Mag / +8 Wil / +10 Cun Changes resistances: +13% lightning / +11% cold / +13% all Changes damage: +20% lightning / +21% physical / +6% fire / +15% mind / +25% cold Hate when firing a critical mind attack: +4.00 Maximum hate: +6.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Shimmergore the cashmere robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Physical power: +30 (+10 eff.) Changes resistances: +20% blight / +33% cold / +11% all Changes resistances penetration: +20% lightning Changes damage: +22% cold Physical save: +9 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() elven-silk robe of Angolwen (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +15% all Silence immunity: +20% Spellpower on spell critical (stacks up to 3 times): +5 Spellpower: +10 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +1 Con Changes resistances: +15% acid / +7% all Changes damage: +10% acid Critical mult.: +5.00% Physical save: +9 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() mindwoven elven-silk robe of life (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +8% blight / +15% all Mental save: +24 (+6 eff.) Life regen: +3.70 Maximum life: +72.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +5% Healing mod.: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stormwoven elven-silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +6 Str / +6 Mag / +6 Wil Changes resistances: +11% lightning / +12% cold / +7% blight / +15% all Changes damage: +12% lightning / +21% physical / +15% cold Life regen: +2.00 Maximum life: +71.00 Healing mod.: +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant cashmere robe of power (0 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +11% all Changes damage: +8% nature / +14% all Poison immunity: +29% Disease immunity: +33% Spellpower: +16 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Changes stats: +3 Con Changes resistances: +9% all Changes damage: +7% nature Physical save: +18 (+5 eff.) Poison immunity: +26% Disease immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +6% blight / +9% all Life regen: +2.00 Maximum life: +46.00 Healing mod.: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 61% Damage when hit (Melee): 4 acid Changes stats: +7 Cun / +3 Con Changes damage: +12% acid / +3% mind Physical save: +14 (+4 eff.) Mental save: +13 (+4 eff.) Equilibrium when hit: +0.12 A pair of boots made of leather. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Fatigue: +3% Changes stats: +8 Mag / +8 Wil Knockback immunity: +100% Spellpower: +5 (+1 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +4 Cun Stealth bonus: +10 Shadow Power: +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Armour: +1 Changes stats: +1 Wil Changes resistances: +6% acid / +6% fire / +5% cold Changes resistances penetration: +5% acid A pair of boots made of leather. |
![]() stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +7 Lck / +5 Dex Stealth bonus: +8 Stamina each turn: +0.70 Maximum stamina: +24.00 A pair of boots made of leather. |
![]() traveler's pair of voratun boots of tirelessness (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -1% Maximum encumbrance: +27 Physical save: +13 (+4 eff.) Stamina each turn: +0.60 Maximum stamina: +25.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 cold Changes resistances: +3% lightning / +6% fire / +6% mind / +5% cold Changes damage: +3% fire / +4% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Fire Breath (costing 14 power out of 24/24) : Effective talent level: 3.5 Power cost: 14 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 7. Any target caught in the area will take 402.52 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() radiant drakeskin leather gloves of magic (+4) (0 def, 3 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 14 light Changes stats: +4 Mag Changes resistances: +9% light Changes damage: +5% light / +9% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() radiant voratun gauntlets of spellstriking (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 6 arcane / 12 light Changes stats: +9 Mag / +5 Wil Changes resistances: +4% arcane / +10% light Changes damage: +7% arcane / +9% light Spellpower: +5 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() restful drakeskin leather gloves of sorrow (0 def, 3 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Effects on melee hit: * 17% chance to reduce all saves and defense by 33 Damage (Melee): 24 mind / 17 darkness Mental save: -13 (-3 eff.) Life regen: +5.00 Stamina each turn: +1.10 Maximum stamina: +27.00 Mindpower: +7 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Ruined Earth, placing all other charms into a 11 cooldown : Effective talent level: 4.5 Power cost: 11 out of 20/20. Range: 9 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 9 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() spellstreaming voratun gauntlets (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Mana each turn: +0.24 Spellpower: +15 (+3 eff.) Spell crit. chance: +6% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() voratun gauntlets of dexterity (+4) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +20 (+10 eff.) Armour: +3 Fatigue: +5% Changes stats: +4 Dex Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Glowmalice (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce all saves and defense by 33 Changes stats: +4 Str / +3 Con Changes resistances: +8% lightning / +9% temporal / +28% mind Changes resistances penetration: +20% light Physical save: +8 (+2 eff.) Mental save: +28 (+7 eff.) Confusion immunity: +32% Light radius: +2 It can be used to activate talent Battle Cry, placing all other charms into a 16 cooldown : Effective talent level: 3.5 Power cost: 16 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Salylaith (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 10 arcane Changes stats: +9 Wil / +7 Con Changes resistances: +6% lightning Silence immunity: +20% Life regen: +4.00 Only die when reaching: -60.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% temporal / +10% physical Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+2 eff.) Mindpower: +8 (+3 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 9 power out of 15/15) : Effective talent level: 2.5 Power cost: 9 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 3 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() fearwoven cashmere wizard hat of lightning (+21%) (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +21% lightning / +11% physical / +13% darkness Changes damage: +14% lightning / +8% physical / +11% darkness Maximum hate: +8.00 Mindpower: +7 (+2 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +4 Mag / +3 Wil Spellpower: +3 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() miner's hardened leather cap of the depths (0 def, 6 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Fatigue: +3% Changes resistances: +10% cold Allows you to breathe in: water Infravision radius: +2 A cap made of leather. |
![]() fortifying voratun mail armour (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +4 Str / +3 Con Maximum life: +70.00 A suit of armour made of mail. |
![]() impenetrable stralite mail armour of Eyal (4 def, 21 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +21 Defense: +4 (+2 eff.) Fatigue: +12% Life regen: +6.00 Maximum life: +48.00 Healing mod.: +14% A suit of armour made of mail. |
![]() impenetrable voratun mail armour of Eyal (5 def, 23 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +23 Defense: +5 (+2 eff.) Fatigue: +12% Life regen: +9.00 Maximum life: +30.00 Healing mod.: +11% A suit of armour made of mail. |
![]() impenetrable voratun mail armour of Eyal (5 def, 24 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +24 Defense: +5 (+2 eff.) Fatigue: +12% Life regen: +8.00 Maximum life: +46.00 Healing mod.: +16% A suit of armour made of mail. |
![]() voratun mail armour of delving (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +8 Str Changes resistances: +18% darkness / +5% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 3.5 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() Behemoth Hide (4 def, 6 armour) Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+2 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +10% Changes stats: +5 Str / +3 Con Maximum encumbrance: +20 Knockback immunity: +50% Life regen: +2.00 Stamina each turn: +1.00 Maximum life: +45.00 Maximum stamina: +45.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() Frigidrock the reinforced leather armour (12 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 6 mind Changes stats: +6 Wil Changes resistances: +15% temporal / +9% cold / +6% light / +27% fire Changes resistances penetration: +15% mind Mental save: +12 (+3 eff.) Mental crit. chance: +3% A suit of armour made of leather. |
![]() Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 5 It is part of a set of items. With a better grip it would be the destroyer of your enemies. When wielded/worn: Damage (Melee): 25 vim draining blight Damage when hit (Melee): 25 vim draining blight Changes stats: +3 Cun / +9 Mag Talent masteries: +0.20 Corruption / Sanguisuge +0.20 Corruption / Blood Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Disease immunity: +100% Maximum vim: +25.00 Spellpower: +10 (+2 eff.) Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 20 It can be used to activate talent Blood Grasp (costing 7 power out of 12/12) : Effective talent level: 6.5 Power cost: 7 out of 12/12. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 348.21 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
![]() Undeathquarry (12 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 61% Changes stats: +3 Dex / +4 Mag / +7 Wil Changes resistances: +26% acid / +18% cold / +9% light / +12% lightning A suit of armour made of leather. |
![]() marauder's reinforced leather armour of the wind (26 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +15 Physical crit. chance: +6.0% Armour: +7 Defense: +26 (+9 eff.) Fatigue: +8% Changes stats: +7 Str / +6 Dex Physical save: +7 (+2 eff.) Stamina each turn: +1.20 Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 179 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() prismatic reinforced leather armour of alacrity (12 def, 7 armour) Requires: - Strength 18 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +12 (+4 eff.) Fatigue: +8% Changes resistances: +17% light / +15% darkness Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
![]() searing drakeskin leather armour (20 def, 8 armour) Requires: - Strength 20 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +20 (+7 eff.) Fatigue: +8% Damage (Melee): 15 acid / 21 fire Damage when hit (Melee): 12 acid / 14 fire Changes resistances: +12% acid / +23% fire A suit of armour made of leather. |
![]() Revenant (8 def, 20 armour) Requires: - Massive armour training - Strength 28 Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +5 Mag / +5 Con Physical save: +12 (+3 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+3 eff.) Silence immunity: +20% Confusion immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
![]() impenetrable stralite plate armour of the deep (0 def, 24 armour) Requires: - Massive armour training - Strength 48 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +24 Fatigue: +22% Changes resistances: +10% acid / +8% cold Allows you to breathe in: water A suit of armour made of metal plates. |
![]() prismatic stralite plate armour of delving (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +13 Fatigue: +22% Changes stats: +6 Str Changes resistances: +10% physical / +27% darkness / +14% light Light radius: +1 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 3.5 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 29 for 6 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() rejuvenating stralite plate armour of command (8 def, 20 armour) Requires: - Massive armour training - Strength 48 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +20 Defense: +8 (+3 eff.) Fatigue: +22% Changes stats: +3 Cun Mental save: +19 (+5 eff.) Life regen: +5.60 Stamina each turn: +1.30 A suit of armour made of metal plates. |
![]() scouring iron shield (0 def, 2 armour, 21.5 block) Requires: - Shield usage training - Strength 11 Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +2 Fatigue: +8% Effects on melee hit: * 7 arcane resource burn Damage (Melee): 7 acid / 7 nature Effects when hit in melee: * 6 arcane resource burn Changes stats: +4 Con Changes resistances: +7% acid / +6% nature Talent granted: +1 Block Handheld deflection devices. |
![]() windwalling dwarven-steel shield of shrapnel (0 def, 6 armour, 78.5 block) Requires: - Shield usage training - Strength 24 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 207 physical damage over 5 turns (1/turn) Changes stats: +3 Wil Changes resistances: +13% physical Talent granted: +1 Block Slows Projectiles: +12% Bonus block near projectiles: +49 Handheld deflection devices. |
![]() Fireswift (19/19, 34-47 power, 10 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.5 - 46.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +26 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 19 Damage (Ranged): +20 mind / +20 fire Damage (radius 1) on hit: +20 fire Damage (radius 2) on crit: +16 mind / +20 fire Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(135 power, based on Willpower) Activation costs 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 11 power out of 25/25) : Effective talent level: 4.5 Power cost: 11 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 When wielded/worn: Changes stats: +5 Con Changes resistances: +20% arcane / +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane It can be used to combine with a suit of body armor (makes a non enchanted armour into an artifact) Activation costs 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 When carried: Light radius: +2 When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Light radius: +2 Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 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 steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 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 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 111 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. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() psychokinetic pouch of stralite shots of erosion (21/21, 45-54 power, 5 apr) Requires: - Dexterity 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 45.0 - 54.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +5.5% Capacity: 21 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 221 physical damage Damage (Ranged): +9 nature / +9 physical Shots are used with slings to pummel your foes to death. |
![]() stralite torque of psionic shield [power 113] (14 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 It can be used to setup a psionic shield, reducing all damage taken by 113 for 5 turns Activation puts all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 17 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 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 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By fdggdg the Skeleton Argosine level 39
78th Pyre 123rd year of Ascendancy at 06:57 see stats
By fdggdg the Skeleton Argosine level 38
50th Pyre 123rd year of Ascendancy at 23:19 see stats
By fdggdg the Skeleton Argosine level 40
4th Mirth 123rd year of Ascendancy at 07:44 see stats
By fdggdg the Skeleton Argosine level 39
72nd Pyre 123rd year of Ascendancy at 10:01 see stats
By fdggdg the Skeleton Argosine level 20
9th Regrowth 123rd year of Ascendancy at 22:36 see stats
By fdggdg the Skeleton Argosine level 43
57th Dusk 123rd year of Ascendancy at 01:31 see stats
By fdggdg the Skeleton Argosine level 31
54th Regrowth 123rd year of Ascendancy at 08:21 see stats
By fdggdg the Skeleton Argosine level 28
44th Regrowth 123rd year of Ascendancy at 06:22 see stats
By fdggdg the Skeleton Argosine level 24
34th Regrowth 123rd year of Ascendancy at 12:02 see stats
By fdggdg the Skeleton Argosine level 23
31st Regrowth 123rd year of Ascendancy at 08:14 see stats
By fdggdg the Skeleton Argosine level 33
5th Pyre 123rd year of Ascendancy at 17:16 see stats
By fdggdg the Skeleton Argosine level 26
37th Regrowth 123rd year of Ascendancy at 15:18 see stats
By fdggdg the Skeleton Argosine level 10
9th Dusk 122nd year of Ascendancy at 19:41 see stats
By fdggdg the Skeleton Argosine level 20
75th Haze 122nd year of Ascendancy at 19:47 see stats
By fdggdg the Skeleton Argosine level 30
47th Regrowth 123rd year of Ascendancy at 10:52 see stats
By fdggdg the Skeleton Argosine level 40
3rd Mirth 123rd year of Ascendancy at 12:45 see stats
By fdggdg the Skeleton Argosine level 39
3rd Mirth 123rd year of Ascendancy at 11:30 see stats
By fdggdg the Skeleton Argosine level 24
35th Regrowth 123rd year of Ascendancy at 05:17 see stats
By fdggdg the Skeleton Argosine level 43
57th Dusk 123rd year of Ascendancy at 08:12 see stats
By fdggdg the Skeleton Argosine level 13
20th Dusk 122nd year of Ascendancy at 09:45 see stats
By fdggdg the Skeleton Argosine level 31
60th Regrowth 123rd year of Ascendancy at 05:15 see stats
By fdggdg the Skeleton Argosine level 41
44th Dusk 123rd year of Ascendancy at 09:32 see stats
By fdggdg the Skeleton Argosine level 12
16th Dusk 122nd year of Ascendancy at 18:04 see stats
By fdggdg the Skeleton Argosine level 31
59th Regrowth 123rd year of Ascendancy at 20:29 see stats
By fdggdg the Skeleton Argosine level 21
18th Regrowth 123rd year of Ascendancy at 04:08 see stats
By fdggdg the Skeleton Argosine level 16
44th Haze 122nd year of Ascendancy at 12:48 see stats
By fdggdg the Skeleton Argosine level 31
54th Regrowth 123rd year of Ascendancy at 08:44 see stats
By fdggdg the Skeleton Argosine level 38
50th Pyre 123rd year of Ascendancy at 10:30 see stats
Log
Wandering eye's spell attains critical power!
Forest wight resists the disease!
You collect a new ingredient: vial of wight ectoplasm (1).
Fdggdg's spell attains critical power!
Wandering eye's spell attains critical power!
Wandering eye's spell attains critical power!
Wandering eye's spell attains critical power!
fdggdg receives 46 healing from Blood Splash.
Wandering eye hits Forest wight for (59 to ice), 89 blight, (535 to ice), 802 temporal (892 total damage).
Wandering eye receives 141 healing from fdggdg.
Wandering eye receives 141 healing from fdggdg.
Wandering eye receives 141 healing from fdggdg.
Wandering eye receives 141 healing from fdggdg.
fdggdg receives 561 healing.
Wandering eye receives 141 healing from fdggdg.
Wandering eye receives 141 healing from fdggdg.
Wandering eye receives 141 healing from fdggdg.
Wandering eye killed Forest wight!
wandering eye is displaced out of the reforming wall!
Wandering eye's Temporal Bolt hits Wandering eye for 0 blight, 0 temporal (0 total damage).
Wandering eye's Temporal Bolt hits Wandering eye for 0 blight, 0 temporal (0 total damage).
Forest wight's glacial vapour area effect hits Wandering eye for 49 cold damage.
Forest wight's glacial vapour area effect hits fdggdg for (35 to eyes), 0 cold (0 total damage).
Forest wight's glacial vapour area effect hits Wandering eye for 28 cold damage.
Forest wight's glacial vapour area effect hits Wandering eye for 39 cold damage.
Forest wight's glacial vapour area effect hits Wandering eye for 39 cold damage.
Wandering eye's Temporal Bolt hits fdggdg for 0 blight, 0 temporal (0 total damage).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the west (Wandering eye's Temporal Bolt)).