









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Class Start Priority - Undead Version 1.5.5A variant of Keevan's Class Start Priority addon, modfied with great incompetence by Parcae to allow Undead to access Ashes of Uhr'rok starting zones. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Store Restocker 1.5.5Ashes 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:
Ignore Race/Class Locks 1.1.0Modifies 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: Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Items Vault 1.5.0Donators/Buyers bonus! Adventurer Buff Addon 1.4.8Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Arcane Combat Mod Merge 1.5.5Combines multiple good mods that enhance various aspects of Arcane Combat, with some edits to resolve compatibility issues:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Exponential Leveling 1.4.8Exponential 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
Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Adventurer Quality of life buff 1.5.5This mod is a simple quality of life change for the adventurer class that gives more points over all as well as starting the class off with 3 points in armour mastery and 1 point in weapon accuracy. It also changed all the categories to 1.5 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Item Vault Tweak 1.4.9No level/plot limits on the item vault. Warning: I have no idea how quests will react to vaulting key items. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Dreamelf 1.5.5 EquipDoll - Clean Item Names 1.5.5Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Recognizable Bossess on Minimap 1.5.5Colorizing unique+ ranked creatures on minimap Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Shalore |
Class | Adventurer |
Level / Exp | 50 / 2786% |
Size | big |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 157 (base 60) |
Dexterity | 82 (base 60) |
Constitution | 93 (base 60) |
Magic | 101 (base 60) |
Willpower | 104 (base 60) |
Cunning | 95 (base 60) |
Resources
Mana | 711/711 |
Equilibrium | 178 |
Vim | 775/791 |
Life | 6004/6004 |
Positive | 677/677 |
Stamina | 832/832 |
Paradox | 300 |
Healing Factor | 1.4733840304182 |
Regeneration | 250.52199351997 |
Speed
Mental | +135.93398524093% |
Attack | +74.85% |
Movement | +239.5% |
Spell | +91.98677326806% |
Global | +161.76% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 10 |
See Stealth | 123.55041255008 |
See Invisible | 168.22036345987 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 375 |
Accuracy | 70 |
Crit Chance | 213% |
APR | 24 |
Speed | 0.42 |
Offense: Offhand
Damage | 248 |
Accuracy | 70 |
Crit Chance | 210% |
APR | 24 |
Speed | 0.42 |
Offense: Spell
Spellpower | 121 |
Crit Chance | 100% |
Speed | 0.52086921561193 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 124 |
Crit Chance | 100% |
Speed | 0.57191878753217 |
Offense: Damage Bonus
Lightning | +32% |
Cold | +34% |
Blight | +26% |
Physical | +22% |
Fire | +83% |
All | +9% |
Offense: Damage Penetration
Fire | +74% |
Physical | +50% |
Defense: Base
Armour (hardiness) | 93.636654367438 (100%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 0 |
Physical Save | 62 |
Spell Save | 76 |
Mental Save | 66 |
Defense: Resistances
Acid | + 48%( 70%) |
Physical | + 32%( 70%) |
Cold | + 48%( 70%) |
All | + 22%( 70%) |
Lightning | + 32%( 70%) |
Temporal | + 33%( 70%) |
Darkness | + 38%( 70%) |
Fire | + 45%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 10% |
Disarm Resistance | 50% |
Silence Resistance | 30% |
Instadeath Resistance | 100% |
Knockback Resistance | 55% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 5 Travel Speed: instantaneous Usage Speed: Spell (52% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 609 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 680 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 747% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 694% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Corruption / Shadowflame | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Bloodthirst | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Temporal | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Reaving combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Earth | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Fire | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Wildfire | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Scourge | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Stone | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Chronomancy / Blade Threading | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.70 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Divination | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Demonic strength | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.70 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.70 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Fiery Hands |
talent | Blade Flurry |
talent | Keen Senses |
talent | Arcane Shield |
talent | Inner Power |
talent | Crystalline Focus |
talent | Arcane Feed |
talent | Shock Hands |
talent | Premonition |
talent | Wildfire |
talent | Shadow Feed |
talent | Shadow Combat |
talent | Wild Growth |
talent | Quicken Spells |
talent | Arcane Combat |
talent | Shielding |
talent | Daunting Presence |
talent | Burning Wake |
talent | Abyssal Shield |
talent | Secrets of the Eternals |
talent | Elemental Harmony |
talent | Ruin |
talent | Spellcraft |
talent | Chant of Fortitude |
beneficial effect | This unit will not die until it has less than -475 HP. Surge of Power |
beneficial effect | The target is surrounded by a magical shield, absorbing 11617/11617 damage before it crumbles. Damage Shield |
beneficial effect | A flow of life spins around the target, regenerating 144.88 life per turn. Regeneration |
beneficial effect | Parrying melee and ranged attacks: Has a 74% chance to deflect up to 49 damage from the next 3.0 attack(s). Parried attacks cannot crit. Parrying |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Strength by +2. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 3. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * You have destroyed Grushnak. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Tool | ![]() 2.0 T5 wand charm [Rare] Arcane While equipped: Stats +1 Cun dps ---------- Spell.crit +3% Dmg.mod +9% blight ---------- misc Mana/turn +0.24 Max.psi +40.00 Telepathy Demon/Minor Demon/Major All Talents +5 Volcano Cooldown Volcano -2 Fire a bolt of a random element with (base) damage 267 to 535 Puts all charms on 5 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Main armor | ![]() 17.0 T5 massive armor [Random Unique] Nature/Master While equipped: Stats +13 Str +12 Con dps ---------- Melee Ret 4 temporal ----- def ----- Armour +18 Defense +9 (+3 eff.) Fatigue +26% Resists +34% acid +14% physical +3% darkness +15% fire +13% lightning +14% cold Max.HP +100.00 Silence- +30% Disarm- +50% Stun/Frz- +40% Knockbk- +55% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
On feet | ![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 221 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
In off hand | ![]() 1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 143% Range: 1.3x Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil ----- def ----- Defense +2 (+1 eff.) Resists +18% darkness +15% temporal Spell.save +7 (+2 eff.) Def/telep +16 Res/telep +12% Dur/telep +15% ---------- misc Max.mana +42.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 5 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
In main hand | ![]() 3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 147% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +18.0% Atk.spd 100% Dmg.conv 50% fire While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire Fire Breath: Level 3.0 Pwr.cost 13 out of 25/25. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 747.30 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
Inventory
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 877% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 921% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 8 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 341 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 463 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 613 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 580 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 622 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 559 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 1037 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 34% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd 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 605 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 9 Travel.spd instantaneous Usage Speed Spell (52% of a turn) Is a spell Description: Inflicts 616.94 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (52% of a turn) Is a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (52% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Crit.mult +14.00% Spell.pwr +19 (+3 eff.) Melee+ 13 light 14 darkness Dmg.mod +6% acid +13% light +14% darkness +18% blight +7% cold +5% lightning +18% fire On Melee Ret: * 11% chance to inflict 15% damage reduction * 12% chance to blind ----- def ----- Resists +3% physical Phys.save +30 (+7 eff.) Cut- +20% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +10 Cun dps ---------- Dmg.mod +9% darkness Res.pen +25% darkness Melee Ret 12 darkness ----- def ----- Resists +9% temporal Def/telep +15 Res/telep +15% Dur/telep +15% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Dex +8 Wil +20 Lck dps ---------- Mind.pwr +13 (+2 eff.) Acc +17 (+4 eff.) ----- def ----- Defense +14 (+5 eff.) Resists +12% acid +25% mind +6% nature Spell.save +6 (+2 eff.) Mind.save +12 (+3 eff.) Unseen.red 18% Confus- +59% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+4 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 6.0 Pwr.cost 5 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 435.51 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Dex +6 Con dps ---------- Res.pen +20% lightning ----- def ----- Fatigue -8% Resists +6% nature +9% lightning Phys.save +36 (+9 eff.) Spell.save +25 (+6 eff.) Mind.save +25 (+6 eff.) Max.HP +52.00 HP.reg +2.70 ---------- misc Infravis +1 Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+1 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 4.5 Pwr.cost 15 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 3.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 19 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
![]() 0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Crit.mult +11.00% Spell.pwr +6 (+1 eff.) Mov.spd +10% Dmg.mod +6% blight +6% fire ----- def ----- Fatigue -5% HP.reg +0.40 ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Ego+] Nature/Master While equipped: Stats +8 Dex +6 Wil +5 Cun +8 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -7% HP.reg +1.30 ---------- misc Stam/turn +1.40 Amulets can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 315.57 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 4 turn(s). Uses 16 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +8% physical Acc +10 (+3 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+11 eff.) Confus- +50% ---------- misc Max.mana -40.00 Max.stam +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+2 eff.) ----- def ----- Resists +25% mind Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Level 3.0 Pwr.cost 15 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 3 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+1 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Pugilism +0.30 Technique/Archery excellence +0.30 Technique/Combat veteran +0.30 Technique/Grappling +0.30 Technique/Archery training +0.30 Technique/Archery - slings +0.30 Technique/Two-handed weapons +0.30 Technique/Thuggery +0.30 Technique/Shield offense +0.30 Technique/Unarmed training +0.30 Technique/Archery prowess +0.30 Technique/Combat training +0.30 Technique/Combat techniques +0.30 Technique/Two-handed assault +0.30 Technique/Berserker's strength +0.30 Technique/Archery - bows +0.30 Technique/Two-handed maiming +0.30 Technique/Shield defense +0.30 Technique/Dual techniques +0.30 Technique/Superiority +0.30 Technique/Finishing moves +0.30 Technique/Dual weapons A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 27.29 cold and 24.85 physical damage (based on Willpower) each turn and knocking opponents back. Uses 30 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 6.0 Pwr.cost 3 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up mana into a powerful bolt doing 401.48 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Con ----- def ----- Spell.save +18 (+5 eff.) Max.HP +64.00 HP.reg +1.40 Heal.mod +28% ---------- misc Max.stam +30.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +9 (+2 eff.) ----- def ----- Max.HP +95.00 HP.reg +2.00 Heal.mod +19% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Mind.crit +3% Mind.pwr +12 (+2 eff.) ----- def ----- Fatigue -18% Mind.save +30 (+7 eff.) Heal/summ +40 Blind- +36% ---------- misc Infravis +6 See.Stealth +18 See.Invis +17 Rings can have magical properties. |
![]() 3.0 T4 battleaxe 2H weapon [Unique] Master Power 180% Range: 1.5x Uses 40% Wil, 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +7 Crit +10.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Defense +6 (+2 eff.) Stun/Frz- +30% Knockbk- +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
![]() 3.0 T3 battleaxe 2H weapon [Unique] Master Power 164% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- Phys.save +9 (+2 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 T4 battleaxe 2H weapon [Unique] Master Power 175% Range: 1.5x Uses 40% Wil, 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 182% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 430.67 fire damage, and flames will be left dealing a further 100.83 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 120% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +10% lightning +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 184% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() 3.0 T4 battleaxe 2H weapon [Ego++] Nature/Master Power 153% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% On Hit: * 27% chance to daze at end of turn While equipped: Stats +9 Str +3 Dex +2 Mag +3 Wil +5 Cun +5 Con dps ---------- Dmg.mod +16% physical Res.pen +14% lightning Acc +13 (+3 eff.) ---------- misc Stam/ret +3.00 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Nature/Master Power 167% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 34% chance to daze at end of turn While equipped: Stats +5 Str +3 Dex +5 Mag +5 Wil +3 Cun +6 Con dps ---------- Phys.crit +9.0% Crit.mult +23.00% Res.pen +19% lightning Apr +12 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master Power 167% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +12 acid +4 fire +27 light Against +28% Undead On Hit.r1 +19 fire While equipped: dps ---------- Dmg.mod +6% acid +19% physical Res.pen +19% physical Apr +13 Melee Ret 16 acid 12 fire On Hit (Melee): * 30% chance to corrode armour by 30% Massive two-handed battleaxes. |
![]() 1.0 T5 dagger 1H weapon [Random Unique] Arcane/Nature/Master Power 146% Range: 1.3x Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +24 cold On Crit.r2 +8 lightning +4 arcane On Hit: * 20% chance to cause random gloom While equipped: dps ---------- Phys.crit +12.0% Crit.mult +15.00% Dmg.mod +6% mind +6% lightning Res.pen +10% nature Apr +12 Melee Ret 4 lightning ----- def ----- Resists +6% mind +6% all Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Unique] Psionic Power 147% Range: 1.3x Uses 70% Wil, 40% Dex, 50% Mag 30% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+2 eff.) Res.pen +30% physical Acc +8 (+2 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 5 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() 1.0 T5 dagger 1H weapon [Unique] Arcane Power 152% Range: 1.3x Uses 40% Wil, 35% Cun, 105% Mag Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+2 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 3.0 Pwr.cost 20 out of 50/50. Range 6 Travel.spd 600% of base Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 33.34 acid and 38.54 blight damage. If not cleared after five turns it will inflict 218.82 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 150% Range: 1.3x Uses 40% Wil, 64% Cun, 50% Mag 35% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Crit: * inflicts pinning spydric poison upon the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +5 Hardiness +5% ---------- misc Light -2 Creeping Darkness: Level 4.5 Pwr.cost 13 out of 40/40. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 91.73 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 1.0 T4 dagger 1H weapon [Unique] Psionic Power 143% Range: 1.3x Uses 40% Wil, 45% Cun, 50% Mag 55% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals physical damage equal to 3% of the target's missing health While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 136% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 40% Wil, 0% Cun, 50% Mag 100% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 120% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 40% Wil, 55% Dex, 55% Mag 45% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 129% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 100% Melee+ +20 light While equipped: dps ---------- Dmg.mod +10% light ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 40% Wil, 50% Cun, 50% Mag 50% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+3 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 129% Range: 1.3x Uses 40% Wil, 45% Dex, 60% Mag 45% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 4 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 289.35 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 40% Wil, 55% Dex, 50% Mag 45% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T4 dagger 1H weapon [Ego++] Arcane/Master Power 138% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Random elemental explosion On Crit: * cripple the target While equipped: dps ---------- Phys.crit +8.0% Res.pen +8% acid +11% fire +9% lightning +9% cold Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Disrupt/Master Power 147% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 17 arcane resource burn On Crit: * cripple the target * burns latent spell energy While equipped: dps ---------- Phys.crit +8.0% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane Power 148% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 blight On Hit: 10% Epidemic 5 On Hit: * 12% chance to disease While equipped: ----- def ----- Disease- +17% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Master/Psionic Power 146% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 111% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +4 Dex dps ---------- Acc +9 (+2 eff.) Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 148% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 20% chance to daze at end of turn On Crit: * cripple the target While equipped: Stats +4 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Phys.crit +10.0% Res.pen +8% lightning Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Master Power 148% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% On Crit: * wounds the target for 7 turns: 37 bleeding, 89% reduced healing While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +8 (+1 eff.) Res.pen +11% physical Acc +7 (+2 eff.) Apr +9 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 146% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Res.pen +8% nature +11% physical Acc +11 (+3 eff.) Apr +9 ----- def ----- Resists +4% all Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Rare] Master Power 147% Range: 1.3x Uses 40% Wil, 45% Cun, 50% Mag 45% Dex Dmg Acid Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 acid On Crit: * wounds the target for 7 turns: 37 bleeding, 89% reduced healing While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +10 (+1 eff.) ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +9% acid +27% fire +12% nature Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Rare] Master Power 147% Range: 1.3x Uses 40% Wil, 45% Dex, 50% Mag 45% Cun Dmg Physical Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +6 Str dps ---------- Spell.crit +3% Dmg.mod +18% fire +15% light +11% physical Res.pen +15% blight Acc +12 (+3 eff.) ----- def ----- Spell.save +30 (+7 eff.) ---------- misc Stam/ret +2.00 Max.mana +80.00 Max.vim +30.00 Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon [Unique] Arcane Power 156% Range: 1.5x Uses 40% Wil, 90% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +25% nature ----- def ----- Heal.mod +25% Improves the contribution of primary stats on infusions and runes by 15% Like its former owner, this was once an instrument of altruistic healing, before fury and fear caused its twisting into a sadistic weapon. Surges of restorative magic can be faintly felt under the layers of plaster and sharp surgical equipment. |
![]() 12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 204% Range: 1.5x Uses 40% Wil, 50% Mag, 140% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to disease * Blasts creatures in a radius 1 shockwave around your target for 277.05 to 831.16 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other craatures within radius 4), dealing 727.41 to 1454.83 physical damage (based on Strength) to each. Uses 25 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() 5.0 T5 greatmaul 2H weapon [Rare] Psionic Power 177% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +35 mind On Hit.r1 +16 temporal On Hit: * 49% chance to cause random gloom * 20% chance to disease * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +10 Cun +10 Wil dps ---------- Dmg.mod +3% temporal Res.pen +5% blight +10% temporal ----- def ----- Resists +9% blight +3% temporal Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Disrupt/Master Power 179% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% Melee+ +69 insidious poison On Hit: * 40 arcane resource burn * Slows global speed by 28% * leeches stamina from the target While equipped: dps ---------- Phys.crit +20.0% Crit.mult +24.00% Res.pen +5% physical Acc +2 (+1 eff.) Apr +17 Melee Ret 26 nature slow ----- def ----- Armour +4 Resists +6% lightning Die.at -40.00 life Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Rare] Arcane Power 169% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% On Hit.r1 +12 acid On Hit: * 40% chance to corrode armour by 30% While equipped: Stats +9 Mag +7 Wil dps ---------- Spell.pwr +19 (+3 eff.) Dmg.mod +15% fire Res.pen +25% acid ----- def ----- Resists +9% acid +9% fire Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Unique] Master Power 159% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +0.0% Atk.spd 100% Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 182% Range: 1.5x Uses 40% Wil, 50% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 While equipped: dps ---------- Phys.pwr +12 (+1 eff.) Acc +20 (+5 eff.) ---------- misc Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Level 4.5 Pwr.cost 13 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 289% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Arcane/Master Power 193% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +7 Crit +4.0% Atk.spd 100% Melee+ +30 fire On Hit: 10% Flameshock 3 While equipped: dps ---------- Dmg.mod +15% physical The legendary hammer of the Dwarven master smiths. For ages it was used to forge powerful weapons with searing heat until it became highly powerful by itself. |
![]() 5.0 T5 greatmaul 2H weapon [Ego++] Arcane/Master Power 177% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% On Hit: * Random elemental explosion On Crit: * wounds the target for 7 turns: 37 bleeding, 89% reduced healing While equipped: dps ---------- Phys.crit +20.0% Phys.pwr +16 (+2 eff.) Res.pen +17% acid +16% fire +19% lightning +21% cold Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego++] Arcane/Psionic Power 181% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to torment the target * Random elemental explosion While equipped: dps ---------- Res.pen +19% acid +17% darkness +19% lightning +19% fire +21% mind +21% cold Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Rare] Psionic Power 182% Range: 1.5x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +3.0% Atk.spd 100% On Hit: * 20% chance to torment the target While equipped: Stats +4 Mag dps ---------- Crit.mult +10.00% Spell.pwr +6 (+1 eff.) Dmg.mod +6% arcane +9% lightning Res.pen +20% arcane +21% mind +21% darkness ----- def ----- Resists +6% lightning +12% temporal Spell.save +6 (+2 eff.) ---------- misc Vim/s.crit +2.00 Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Nature/Master Power 161% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +26 cold +25 temporal +21 nature On Hit: * 40% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Phys.crit +9.0% Crit.mult +21.00% Apr +13 Melee Ret 8 acid 4 temporal ----- def ----- Resists +12% acid Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Master Power 172% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +10.0% Atk.spd 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con ---------- misc Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 179% Range: 1.6x Uses 40% Wil, 114% Str, 50% Mag 20% Con Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 131 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 15 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 182% Range: 1.6x Uses 40% Wil, 60% Mag, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Arcane/Master Power 180% Range: 1.6x Uses 40% Wil, 50% Mag, 125% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +10.0% Atk.spd 100% HP.leech +8% Dmg.conv 50% fire burn While equipped: Stats +3 Cun +5 Str dps ---------- Dmg.mod +10% darkness +15% fire ----- def ----- Resists +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 5 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() 3.0 T4 greatsword 2H weapon [Rare] Master Power 162% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +16 acid +8 mind While equipped: dps ---------- Dmg.mod +6% acid +17% physical Res.pen +20% acid +19% physical Apr +14 Melee Ret 8 mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +15% acid Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Arcane/Master Power 190% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +20% acid +19% fire +17% lightning +24% cold Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Rare] Master Power 184% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +16.0% Acc +10 (+3 eff.) ----- def ----- Max.HP +40.00 HP.reg +0.80 ---------- misc Stam/turn +2.00 Max.mana +80.00 Max.stam +25.00 Massive two-handed swords. |
![]() 4.0 T4 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Power 65% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +9 While equipped: Stats +1 Cun +2 Wil dps ---------- Dmg.mod +31% physical Res.pen +29% physical Phasing +39% ----- def ----- Def/telep +10 ---------- misc Mana/s.crit +3.00 Cooldown Fragmentation Shot -2 Pin Down -1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Rare] Master Power 65% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Arcane Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Crit.r2 +6 arcane While equipped: dps ---------- Dmg.mod +6% arcane +33% physical Res.pen +29% physical ----- def ----- Resists +4% physical +6% mind +6% light Blind- +15% Disease- +20% Knockbk- +10% Teleport- +15% Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Power 65% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Ranged+ +18 acid +14 cold While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +21% acid +23% cold Acc +12 (+3 eff.) ----- def ----- Armour +2 Resists +3% mind +9% nature Poison- +10% Cut- +10% Silence- +5% Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Power 65% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) Steady Shot: Level 3.0 Pwr.cost 4 out of 8/8. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
![]() 4.0 T4 longbow 2H weapon Reqs Shoot [Rare] Master Power 65% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +9 On Hit: * Slows global speed by 40% While equipped: Stats +2 Dex +4 Wil +4 Cun +4 Con dps ---------- Dmg.mod +3% darkness +30% physical Res.pen +23% physical ----- def ----- Resists +3% nature Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego] Arcane/Nature Power 65% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +21 acid While equipped: Stats +9 Con dps ---------- Dmg.mod +23% acid ---------- misc Masteries +0.30 Wild-gift/Fungus Regenerate 266 life over 5 turns Puts all charms on 10 cooldown Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego++] Master Power 65% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 143% Range +10 Proj.spd +200% While equipped: dps ---------- Phys.crit +17.0% Acc +15 (+4 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Arcane/Master Power 65% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +21 lightning While equipped: dps ---------- Dmg.mod +29% lightning +21% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 140% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +10.0% Atk.spd 100% Melee+ +12 acid On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +15% acid Res.pen +10% physical ----- def ----- Resists +15% acid Corrosive Worm: Level 6.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 40% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 91 acid damage in a 4 radius ball. This damage will increase by 68% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() 3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 158% Range: 1.4x Uses 50% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+2 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-8 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 150% Range: 1.4x Uses 40% Wil, 70% Mag, 90% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * inflicts bonus temporal damage and slows target While equipped: dps ---------- Dmg.mod +12% temporal +10% physical Rethread: Level 3.0 Pwr.cost 4 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Rethread the timeline, dealing 291.16 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 161% Range: 1.4x Uses 40% Wil, 75% Mag, 80% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 100% Dmg.conv 30% light Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Dmg.mod +18% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -2 Suncloak -3 Providence -4 Barrier -2 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 301.93 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 18 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
![]() 3.0 T5 longsword 1H weapon [Rare] Psionic Power 155% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +16 light On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +8 (+1 eff.) Dmg.mod +21% light +12% arcane Res.pen +15% light Phasing +40% Melee Ret 12 blight ----- def ----- Spell.save +30 (+7 eff.) Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Rare] Master Power 142% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +12 nature On Crit.r2 +16 nature While equipped: Stats +9 Str +3 Dex +3 Cun +3 Con dps ---------- Dmg.mod +13% physical Res.pen +10% temporal +13% physical Apr +13 Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master Power 157% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Phys.spd +10% ----- def ----- Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() 3.0 T5 longsword 1H weapon [Rare] Psionic Power 152% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 darkness Against +20% Living On Hit.r1 +12 arcane On Crit.r2 +16 darkness While equipped: dps ---------- Melee Ret 8 arcane On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +3% darkness Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 159% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +20 Crit +5.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +10 Str +8 Mag dps ---------- Dmg.mod +25% darkness Res.pen +15% darkness ----- def ----- Resists +18% darkness +12% blight ---------- misc ShadowPwr +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 158% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Mag +4 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 148% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +10.0% Atk.spd 100% Melee+ +25 ice On Hit: * Create a Winter Storm that gradually expands (from radius 1 to radius 4), dealing 146.57 cold damage (based on Strength) to your enemies each turn and slowing their ability to act by 20%. Subsequent melee strikes will relocate the storm on top of your target and increase its duration. While equipped: dps ---------- Dmg.mod +20% cold Melee Ret 40 ice ----- def ----- Resists +25% cold Ice.pen +35% No Winter Storm Active Precipitate ice walls (lasting 10 turns) within your Winter Storm's area. Uses 15 power out of 40/40 The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 156% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 111% Melee+ +5 lightning On Hit: * Random elemental explosion * 25% chance for lightning to arc to a second target While equipped: Stats +4 Dex dps ---------- Dmg.mod +3% lightning +6% fire Res.pen +11% acid +32% fire +23% lightning +13% cold Acc +7 (+2 eff.) Melee Ret 8 lightning Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Random Unique] Nature/Master/Psionic Power 132% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 nature +9 temporal On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * cripple the target While equipped: dps ---------- Phys.crit +8.0% Dmg.mod +6% darkness Res.pen +20% darkness ----- def ----- Resists +3% darkness +5% arcane Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane Power 156% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Fire Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +15 lightning On Hit: * 11% chance to inflict 15% damage reduction * Random elemental explosion * 20% chance to curse the target * 25% chance for lightning to arc to a second target While equipped: dps ---------- Dmg.mod +9% temporal Res.pen +9% acid +16% fire +10% lightning +14% cold Melee Ret 12 fire ----- def ----- Resists +12% fire Blunt and deadly. |
![]() 3.0 T4 mace 1H weapon [Rare] Master Power 161% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Dmg.mod +24% mind +15% blight Res.pen +10% mind Melee Ret 12 mind ----- def ----- Resists +18% blight Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Unique] Psionic Power 161% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 30 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
![]() 3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 164% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature This natural mindstar calls for a summoner. Power 113% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +17.0% Atk.spd 100% Melee+ +16 lightning On Hit.r1 +4 mind On Hit: * 16% chance to corrode armour by 30% * Slows global speed by 13% * 40% chance to cause random gloom While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +20% acid +14% fire +14% cold +15% physical Res.pen +8% acid +9% fire +9% cold +10% physical Melee Ret 4 lightning ----- def ----- Resists +9% lightning ---------- misc Equi/ret +2.50 Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 127% Range: 1.1x Uses 100% Wil, 50% Mag, 20% Cun Dmg Dreamforge Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.crit +8% Phys.pwr +10 (+1 eff.) Mind.pwr +16 (+3 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+3 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 4.5 Pwr.cost 12 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 76.59 mind damage, 128.87 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 7.12 mind and 11.97 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 124% Range: 1.1x Uses 100% Wil, 50% Mag, 20% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+3 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 15 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 9, doing 114.94 slime damage for 16 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 94% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Cold Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature The natural wyrm seeks an element. Power 113% Range: 1.1x Uses 80% Wil, 20% Str, 50% Mag 10% Cun Dmg Physical Mastery Psiblades Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 18% acid 18% cold 18% fire 18% lightning While equipped: dps ---------- Phys.crit +4.0% Mind.crit +4% Phys.pwr +8 (+1 eff.) Mind.pwr +8 (+1 eff.) Dmg.mod +8% lightning +8% physical +8% cold +8% fire +8% acid ----- def ----- Resists +8% acid +8% physical +8% cold +8% fire +8% lightning ---------- misc Masteries +0.10 Wild-gift/Venom drake aspect +0.10 Wild-gift/Cold drake aspect +0.10 Wild-gift/Fire drake aspect +0.10 Wild-gift/Storm drake aspect +0.10 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Fire Breath: Level 6.0 Pwr.cost 15 out of 30/30. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 9. Any target caught in the area will take 982.12 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() 3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic This mindstar projects psionic energy if enough is absorbed. Power 109% Range: 1.1x Uses 85% Wil, 50% Mag, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +8 blight While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +14% lightning +5% darkness +13% fire +7% mind +14% cold Melee Ret 6 mind 2 darkness ----- def ----- Resists +12% blight ---------- misc Hate/kill +4.00 Psi/kill +4.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Dark sustenance +0.20 Psionic/Voracity +0.10 Psionic/Projection Inflict 254.19 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 10 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature/Psionic This honing mindstar will focus other psionic mindstars. Power 115% Range: 1.1x Uses 90% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +24 fire While equipped: Stats +2 Str +4 Wil +4 Cun +4 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +6% fire +10% physical Res.pen +10% physical Melee Ret 8 arcane ----- def ----- Resists +10% physical Crit.dmg- 16.00% ---------- misc See.Invis +12 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. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 88% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Physical Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+1 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
![]() 3.0 T2 mindstar 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 88% Range: 1.1x Uses 75% Wil, 50% Mag, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+1 eff.) Dmg.mod +4% nature Melee Ret 8 fire On Melee Ret: * Slows global speed by 3% ----- def ----- Armour +4 Resists +6% light Spell.save +3 (+1 eff.) Mind.save +4 (+1 eff.) Poison- +5% ---------- misc Max.psi +16.00 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. |
![]() 3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic This psionic mindstar is wrathful to the hated. This natural mindstar calls for a summoner. Power 108% Range: 1.1x Uses 85% Wil, 50% Mag, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +12 fire While equipped: dps ---------- Mind.crit +14% Mind.pwr +8 (+1 eff.) Dmg.mod +12% acid +18% fire +13% cold +12% physical Res.pen +6% acid +9% physical +9% fire +5% temporal +6% cold ----- def ----- Resists +9% temporal +3% fire Max.HP +42.00 HP.reg +1.50 ---------- misc Hate/m.crit +5.00 Psi/m.crit +5.00 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. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 124% Range: 1.1x Uses 100% Wil, 50% Mag, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+3 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 1.0 Pwr.cost 30 out of 60/60. Range 4 Travel.spd instantaneous Is a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Unique] Master Power 65% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 143% Range +10 While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +15% physical ---------- misc Cooldown Steady Shot -1 Scatter Shot -2 A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
![]() 4.0 T4 sling 1H weapon Reqs Shoot [Rare] Master Power 65% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 125% Range +9 On Crit.r2 +8 fire While equipped: dps ---------- Phys.crit +6.0% Res.pen +10% fire Acc +13 (+3 eff.) ----- def ----- Armour +4 Defense +8 (+3 eff.) Resists +12% mind +15% lightning Silence- +15% Dur/telep +40% Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Unique] Nature Power 65% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 125% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 4 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 138% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Unique] Master Power 65% Range: 1.1x Uses 40% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Atk.spd 143% Range +10 While equipped: Stats +10 Str +5 Con dps ---------- Dmg.mod +35% physical Res.pen +15% physical ----- def ----- Resists +10% physical Pinning- +30% Knockbk- +30% Bull Shot: Level 6.0 Pwr.cost 8 out of 16/16. Range melee/personal Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 262% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +4 blight While equipped: dps ---------- Phys.crit +13.0% Spell.crit +4% Crit.mult +45.00% Spell.pwr +21 (+3 eff.) Melee+ 31 fire Dmg.mod +25% lightning On Hit (Melee): * 9% chance to blind ----- def ----- Defense +13 (+4 eff.) Resists +9% acid +6% cold +3% temporal Die.at -80.00 life Cut- +5% Confus- +15% ---------- misc Light +5 See.Invis +17 Talents +1 Command Staff Illuminate: Puts all charms on 3 cooldown Level 1.5 Pwr.cost 3 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 164.31 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 staff 2H weapon [Godslayer] Unknown Power 172% Range: 1.2x Uses 180% Mag, 40% Wil Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Acc +30 Apr +60 Atk.spd 100% While equipped: Stats +10 Mag +10 Wil dps ---------- Spell.crit +15% Spell.pwr +48 (+7 eff.) Dmg.mod +60% lightning +60% fire +60% arcane +60% cold Res.pen +30% lightning +30% fire +30% arcane +30% cold ---------- misc Max.mana +100.00 Max.P.En +50.00 Max.N.En +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 100 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Nature Power 136% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +12 blight While equipped: Stats +3 Mag +2 Wil +7 Con dps ---------- Spell.crit +18% Spell.pwr +27 (+4 eff.) Melee+ 10% confusion Dmg.mod +30% arcane Phasing +50% Melee Ret 12 blight ----- def ----- Defense +24 (+8 eff.) HP.reg +2.00 Heal.mod +26% ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Rare] Master Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +12 light On Hit: * 40% chance to blind While equipped: dps ---------- Phys.crit +13.0% Spell.crit +8% Crit.mult +18.00% Spell.pwr +12 (+2 eff.) Dmg.mod +25% darkness +12% arcane Melee Ret 16 light ----- def ----- Fatigue -6% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.08 Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 136% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +25 (+4 eff.) Dmg.mod +30% fire ----- def ----- Resists +1% physical +6% light +27% fire Max.HP +10.00 Blind- +5% ---------- misc Mana/turn +0.34 Max.mana +65.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 15 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 136% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.crit +15% Spell.pwr +27 (+4 eff.) Dmg.mod +30% fire Res.pen +15% fire Melee Ret 4 fire On Hit (Melee): * 14% chance to disease ----- def ----- Armour +8 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Spell.save +30 (+7 eff.) Teleport- +15% ---------- misc Vim/s.crit +5.00 Max.mana +100.00 Max.vim +28.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 147% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Mag +6 Wil dps ---------- Spell.crit +5% Spell.pwr +24 (+4 eff.) Dmg.mod +38% fire Melee Ret 8 blight ----- def ----- Armour +11 Defense +12 (+4 eff.) Resists +3% temporal Phys.save +30 (+7 eff.) Die.at -80.00 life HP.reg +0.60 ---------- misc Max.mana +82.00 Wards +3 fire Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 136% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +24 light While equipped: Stats +7 Mag +7 Cun +5 Con dps ---------- Phys.crit +8.0% Spell.crit +5% Crit.mult +35.00% Spell.pwr +15 (+2 eff.) Dmg.mod +30% lightning Res.pen +5% light On Hit (Melee): * 14% chance to disease ---------- misc Vim/s.crit +8.00 Max.vim +52.00 Max.N.En +34.00 Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Rare] Arcane Power 143% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Phasing +40% On Hit.r1 +20 mind +8 physical While equipped: dps ---------- Spell.crit +4% Crit.mult +12.00% Spell.pwr +16 (+2 eff.) Dmg.mod +35% fire Acc +6 (+2 eff.) ----- def ----- HP.reg +0.40 ---------- misc Infravis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 136% Range: 1.2x Uses 180% Mag, 40% Wil Dmg Gravity pin Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+4 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 4.5 Pwr.cost 7 out of 14/14. Range 6 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 390.42 physical (gravity) damage. Each target moved beyond the first increases the damage by 48.80 (up to a maximum of 195.21 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
![]() 5.0 T5 staff 2H weapon [Rare] Master Power 136% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +8 lightning On Hit: * 40% chance to gain 10% of a turn (3/turn limit) * 40% chance to daze at end of turn While equipped: dps ---------- Phys.crit +9.0% Spell.crit +5% Crit.mult +17.00% Spell.pwr +15 (+2 eff.) Dmg.mod +30% fire Res.pen +25% lightning +15% temporal ----- def ----- Resists +9% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Master Power 136% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20 arcane resource burn While equipped: dps ---------- Phys.crit +15.0% Spell.crit +5% Crit.mult +19.00% Spell.pwr +15 (+2 eff.) Dmg.mod +30% fire Melee Ret 16 fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% blight +9% temporal +9% light +6% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Unique] Unknown Power 136% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +7 Wil +8 Mag dps ---------- Spell.crit +15% Spell.pwr +40 (+6 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 5.0 T4 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Power 150% Range: 1.2x Uses 180% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +12 Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +28 (+4 eff.) Dmg.mod +26% darkness ---------- misc Masteries +0.20 Spell/Necrotic minions +0.20 Celestial/Star fury +0.10 Spell/Advanced necrotic minions This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 120% Range: 1.2x Uses 200% Mag, 40% Wil Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+3 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 10 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() 5.0 T4 staff 2H weapon [Rare] Arcane Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +16 lightning +24 arcane On Crit.r2 +8 lightning While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% darkness +9% arcane ----- def ----- Resists +5% arcane +9% lightning ---------- misc Mana/turn +0.33 Max.mana +76.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Nature Power 136% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 40% chance to daze at end of turn While equipped: Stats +6 Con dps ---------- Spell.crit +5% Spell.pwr +23 (+3 eff.) Dmg.mod +30% blight On Hit (Melee): * Slows global speed by 15% * 33% chance to blind ----- def ----- Defense +22 (+7 eff.) Resists +18% acid +3% fire +3% darkness +3% blight Spell.save +6 (+2 eff.) HP.reg +1.80 Heal.mod +23% ---------- misc Light +7 Talents +1 Command Staff Illuminate: Puts all charms on 3 cooldown Level 1.5 Pwr.cost 3 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 164.31 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 136% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +20 mind While equipped: dps ---------- Spell.crit +5% Mind.crit +3% Crit.mult +10.00% Spell.pwr +15 (+2 eff.) S.pwr/crit +12 Dmg.mod +30% darkness +6% mind Melee Ret 20 mind ----- def ----- Mind.save +9 (+2 eff.) Heal/summ +50 ---------- misc Max.hate +4.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Random Unique] Nature/Master Power 136% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +1.2% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Mag +8 Con dps ---------- Phys.crit +14.0% Spell.crit +8% Crit.mult +27.00% Phys.pwr +12 (+1 eff.) Spell.pwr +27 (+4 eff.) Dmg.mod +30% fire Res.pen +5% acid Acc +9 (+2 eff.) ----- def ----- Resists +5% arcane Crit.dmg- 10.00% HP.reg +0.90 Heal.mod +30% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 136% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 light On Hit.r1 +4 fire While equipped: Stats +9 Mag +6 Cun +16 Con dps ---------- Phys.crit +10.0% Spell.crit +5% Crit.mult +49.00% Spell.pwr +25 (+4 eff.) Dmg.mod +30% fire Melee Ret 21 fire ----- def ----- Resists +6% light HP.reg +1.80 Heal.mod +27% ---------- misc Vim/s.crit +7.00 Max.vim +50.00 Max.N.En +50.00 Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 136% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 mind On Hit.r1 +20 acid On Hit: * 40% chance to cause random gloom * 40% chance to corrode armour by 30% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) S.pwr/crit +12 Dmg.mod +30% blight +9% acid ----- def ----- Resists +6% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane/Master Power 129% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +4 mind On Crit.r2 +4 mind While equipped: Stats +3 Str +1 Wil dps ---------- Phys.crit +22.0% Spell.crit +4% Crit.mult +15.00% Spell.pwr +20 (+3 eff.) Melee+ 39 arcane Dmg.mod +25% blight On Hit (Melee): * Slows global speed by 32% ----- def ----- Armour +8 Defense +8 (+3 eff.) ---------- misc Max.mana +89.00 Wards +2 blight Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane/Nature Power 136% Range: 1.2x Uses 130% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +5% Spell.pwr +22 (+3 eff.) Dmg.mod +30% darkness Res.pen +15% darkness ----- def ----- HP.reg +1.20 Heal.mod +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 trident 2H weapon [Unique] Nature Power 191% Range: 1.4x Uses 40% Wil, 50% Mag, 140% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+3 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+5 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 4.5 Pwr.cost 30 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 563.26. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego++] Nature/Psionic Power 167% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% On Crit.r2 +23 ice On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +13% cold ----- def ----- Armour +21 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego++] Master Power 165% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 111% On Crit: * cripple the target While equipped: Stats +6 Dex dps ---------- Phys.crit +10.0% Acc +21 (+5 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 trident 2H weapon [Ego++] Nature/Psionic Power 167% Range: 1.6x Uses 40% Wil, 50% Mag, 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +16 Crit +4.0% Atk.spd 100% On Hit: * 33% chance to daze at end of turn * 25% chance to put talents on cooldown While equipped: Stats +3 Str +5 Dex +5 Mag +5 Wil +5 Cun +3 Con dps ---------- Res.pen +13% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Master Power 115% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Wil dps ---------- Dmg.mod +9% mind Res.pen +15% mind ----- def ----- Resists +3% light One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Master Power 147% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% On Crit: * wounds the target for 7 turns: 37 bleeding, 89% reduced healing While equipped: dps ---------- Phys.crit +15.0% Phys.pwr +15 (+2 eff.) On Hit (Melee): * 10 arcane resource burn * Slows global speed by 30% ----- def ----- Resists +24% fire +18% light +5% arcane Spell.save +20 (+5 eff.) One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 149% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 111% Melee+ +11 cold On Hit.r1 +12 darkness On Hit: * Random elemental explosion While equipped: Stats +2 Str +3 Dex dps ---------- Res.pen +16% acid +10% fire +12% lightning +7% cold Acc +10 (+3 eff.) ---------- misc Infravis +3 Telepathy Dragon Demon/Major Demon/Minor One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 152% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Blight Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +13 fire On Crit.r2 +4 blight On Hit: * 10% chance to inflict 15% damage reduction * 20% chance to curse the target While equipped: Stats +1 Wil dps ---------- Dmg.mod +13% physical Res.pen +9% physical Apr +11 Melee Ret 16 blight ----- def ----- Fatigue -4% ---------- misc Infravis +3 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master Power 147% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Blight Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +33 insidious poison While equipped: dps ---------- Dmg.mod +3% blight +3% physical Res.pen +10% fire +30% physical Acc +29 (+7 eff.) Apr +30 ----- def ----- Armour +8 Resists +3% fire Phys.save +3 (+0 eff.) ---------- misc Stam/turn +0.20 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Unique] Psionic Power 170% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Phys.bleed Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +10% physical ---------- misc See.Invis +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Nature Power 137% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +25 ice While equipped: Stats +8 Str +7 Mag +4 Cun dps ---------- Res.pen +13% cold Melee Ret 20 nature ----- def ----- Armour +13 ---------- misc Infravis +3 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Psionic Power 150% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +17 temporal +15 mind +16 nature On Hit.r1 +8 mind On Hit: * 24% chance to cause random gloom * 20% chance to gain 10% of a turn (3/turn limit) * 25% chance to put talents on cooldown While equipped: Stats +5 Cun +3 Wil dps ---------- Res.pen +20% temporal Melee Ret 4 temporal ----- def ----- Resists +6% mind One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Random Unique] Nature/Master Power 156% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +12 lightning On Hit.r1 +8 lightning +8 acid On Hit: * 29% chance to corrode armour by 30% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +13.0% Res.pen +12% acid Melee Ret 8 lightning ----- def ----- HP.reg +2.00 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Random Unique] Master/Psionic Power 151% Range: 1.4x Uses 40% Wil, 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 lightning +18 darkness +16 nature Against +14% Living On Hit.r1 +4 temporal On Crit.r2 +12 nature While equipped: Stats +5 Con dps ---------- Phys.pwr +12 (+1 eff.) Dmg.mod +3% temporal Res.pen +24% physical Acc +13 (+3 eff.) Apr +13 ----- def ----- Disarm- +35% One-handed war axes. |
![]() 3.0 T3 whip 1H weapon [Unique] Psionic Power 118% Range: 1.1x Uses 60% Wil, 10% Cun, 50% Mag 70% Dex Dmg Mind Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+2 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 5 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
![]() 3.0 T4 whip 2H weapon [Unique] Nature/Master Power 168% Range: 1.1x Uses 40% Wil, 50% Mag, 110% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +14.0% Atk.spd 125% On Hit: 10% Lightning Breath 1 On Hit: 10% Poison Breath 1 On Hit: 10% Acid Breath 1 On Hit: * hit up to two adjacent enemies While equipped: dps ---------- Dmg.mod +12% acid +12% nature +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
![]() 3.0 T5 whip 1H weapon [Unique] Arcane Power 167% Range: 1.1x Uses 40% Wil, 50% Mag, 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +8 Crit +9.0% Atk.spd 125% Melee+ +30 bleed On Crit.r2 +50 bleed On Hit: 10% Bone Grab 3 On Hit: 20% Bone Spear 4 While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Phys.spd +10% ----- def ----- Defense +12 (+4 eff.) ---------- misc Masteries +0.25 Corruption/Bone On Spell Hit: 10% Bone Spear 4 Bone Nova: Level 6.0 Pwr.cost 10 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Fire bone spears in all directions, hitting all foes within radius 5 for 354.38 physical damage, and inflicting bleeding for another 177.19 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
![]() 3.0 T5 whip 1H weapon [Unique] Arcane Power 167% Range: 1.1x Uses 40% Wil, 50% Mag, 100% Dex Dmg Fire repulsion Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +0 Crit +9.0% Atk.spd 125% On Hit: 20% Bone Nova 4 On Hit: 15% Blood Boil 3 While equipped: dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +20% blight +20% fire ---------- misc See.Invis +2 Telepathy Demon/Minor Demon/Major While carried: dps ---------- Dmg.mod +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+3 eff.) Spell.save +15 (+4 eff.) Mind.save +15 (+3 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 12 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 1.0 T5 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% blight ----- def ----- Armour +4 Fatigue -8% Resists +6% light Crit.dmg- 15.00% Mind.save +6 (+1 eff.) Poison- +20% Cut- +15% Silence- +10% Stun/Frz- +25% ---------- misc Max.enc +39 A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 352, based on Magic) for 10 turns. Uses 10 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +5 Str +3 Dex dps ---------- Phys.crit +5.0% Crit.mult +21.00% Phys.pwr +12 (+1 eff.) Apr +2 ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +5% arcane Die.at -40.00 life A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego++] Nature/Psionic While equipped: Stats +5 Str +3 Wil +5 Con dps ---------- Phys.pwr +11 (+1 eff.) ----- def ----- Phys.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Max.HP +84.00 ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T5 cloak armor [Rare] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.crit +8% Dmg.mod +24% acid +9% nature +24% mind Res.pen +10% nature Melee Ret 12 nature ----- def ----- Defense +3 (+1 eff.) Resists +30% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+1 eff.) Spell.pwr +30 (+4 eff.) ----- def ----- Defense +6 (+2 eff.) Spell.save +25 (+6 eff.) Blind- +50% ---------- misc See.Invis +10 On Spell Hit: 5% Blood Grasp 3 On Spell Hit: 5% Soul Rot 3 On Spell Hit: 5% Bone Spear 3 A silk robe, darker than the darkest night sky, it radiates power. |
![]() 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+3 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+4 eff.) ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature Phys.save +15 (+3 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.10 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical Phys.save +10 (+2 eff.) Send out a range 5 beam of kinetic energy, dealing 79.41 to 99.27 physical damage (based on Willpower and Cunning) with knockback. Uses 5 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +15 (+2 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% fire +10% cold Spell.save +18 (+5 eff.) Mind.save +15 (+3 eff.) Blind- +40% ---------- misc Mana/turn +1.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+3 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+5 eff.) Resists +20% lightning Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 T5 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Cun dps ---------- Spell.crit +18% Crit.mult +13.00% Spell.pwr +32 (+5 eff.) Dmg.mod +21% acid Melee Ret 12 lightning On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +5 (+2 eff.) Spell.save +15 (+4 eff.) ---------- misc Mana/turn +0.24 Hate/m.crit +3.00 Psi/m.crit +3.00 Max.mana +76.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +6 Mag dps ---------- Spell.pwr +16 (+2 eff.) Dmg.mod +17% temporal +16% physical +11% all Res.pen +5% temporal +13% physical ----- def ----- Defense +5 (+2 eff.) Anom.red +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +14% blight Max.HP +77.00 HP.reg +4.60 Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+1 eff.) Dmg.mod +15% mind Res.pen +11% mind ----- def ----- Defense +5 (+2 eff.) Resists +12% blight Max.HP +75.00 HP.reg +5.90 Heal.mod +22% ---------- misc Psi/turn +0.98 Max.psi +27.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +12% arcane Res.Cap +5% arcane Phase door up to range 6, within radius 2 of the target location. Uses 12 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 3.0 T5 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+1 eff.) Dmg.mod +3% darkness +6% blight Res.pen +20% blight Apr +12 Melee Ret 8 blight ----- def ----- Armour +5 Fatigue +4% Resists +15% blight +15% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.pwr +6 (+1 eff.) S.pwr/crit +2 Mov.spd +20% Dmg.mod +3% blight ----- def ----- Armour +3 Fatigue -3% Phys.save +7 (+1 eff.) Spell.save +20 (+5 eff.) ---------- misc Max.enc +32 Mana/turn +0.04 Mana/s.crit +4.00 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +8 Mag +9 Wil dps ---------- Phys.crit +8.0% Spell.crit +3% Crit.mult +9.00% Phys.pwr +12 (+1 eff.) Apr +9 Melee Ret 4 physical ----- def ----- Armour +5 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +5% Die.at -40.00 life Heal.mod +10% ---------- misc Mana/turn +0.60 Max.mana +60.00 Blink to a nearby random location (rad 12) Puts all charms on 13 cooldown A pair of boots made of leather. |
![]() 3.0 T5 feet armor [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +13 (+2 eff.) Dmg.mod +15% blight +15% fire +15% darkness ----- def ----- Armour +4 Defense +4 (+1 eff.) Fatigue +8% Poison Storm: Level 4.5 Pwr.cost 15 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A furious storm of blighted poison rages around the caster in a radius of 5 for 9 turns. Each creature hit by the storm takes 56.64 blight damage and is poisoned for 226.54 blight damage over 4 turns. The blight poison is especially virulent, and has a 72% chance to ignore poison immunity. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 37%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 29% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
![]() 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+3 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Dex +5 Mag +5 Wil +3 Cun dps ---------- Spell.crit +3% ----- def ----- Armour +5 Fatigue +5% ---------- misc Mana/turn +0.43 Max.mana +42.00 Disengage: Puts all charms on 8 cooldown Level 4.5 Pwr.cost 8 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 193% 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. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +5 Con +5 Wil dps ---------- Phys.crit +5.0% Phys.pwr +6 (+1 eff.) Mind.pwr +9 (+2 eff.) Dmg.mod +3% light Res.pen +8% physical +20% darkness +10% nature Apr +8 On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +13 Fatigue +5% Resists +9% darkness ---------- misc Infravis +3 Blindside: Puts all charms on 13 cooldown Level 4.5 Pwr.cost 13 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 183% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 48 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 3.0 T5 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +6% arcane ----- def ----- Armour +5 Defense +9 (+3 eff.) Rng.Def +7 (+2 eff.) Fatigue +4% Resists +18% nature +5% arcane Silence- +33% Confus- +20% Stun/Frz- +50% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego++] Master While equipped: Stats +3 Cun +4 Dex ----- def ----- Armour +12 Fatigue +5% Resists +10% acid +7% fire +13% lightning +13% cold Disengage: Puts all charms on 8 cooldown Level 3.0 Pwr.cost 8 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 168% 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. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Res.pen +15% darkness +14% temporal ----- def ----- Armour +11 Fatigue +5% Resists +10% acid +20% temporal +18% darkness +13% fire +11% lightning +11% cold Def/telep +18 Res/telep +14% Dur/telep +14% A pair of boots made of leather. |
![]() 1.0 T5 hands armor [Random Unique] Nature While equipped: Stats +3 Dex dps ---------- Melee+ 10 nature 13 physical Dmg.mod +9% nature +7% physical Acc +6 (+2 eff.) ----- def ----- Armour +10 Resists +8% nature Spell.save +20 (+5 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.80 Psi/turn +0.26 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +27% darkness Acc +25 (+6 eff.) On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +3 Resists +9% acid +6% temporal +6% nature Spell.save +9 (+3 eff.) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) Dmg.mod +12% physical Res.pen +15% physical ----- def ----- Armour +12 Resists +10% physical ---------- misc Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Earthquake: Level 6.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Causes a violent earthquake that deals 150.90 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 1.5 T5 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +3 Dex +4 Mag +4 Cun dps ---------- Acc +5 (+1 eff.) On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +3 Resists +9% nature +6% light +7% darkness Phys.save +19 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +8 (+2 eff.) Disarm- +34% ---------- misc Infravis +1 Cooldown Double Strike -1 Starfall: Puts all charms on 10 cooldown Level 1.5 Pwr.cost 10 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 154.82 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun +2 Mag dps ---------- Dmg.mod +9% lightning Acc +7 (+2 eff.) On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +2 Resists +9% lightning +7% light +12% darkness HP.reg +1.60 ---------- misc Stam/turn +0.70 Max.stam +18.00 Infravis +3 Track: Puts all charms on 8 cooldown Level 3.0 Pwr.cost 8 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 42 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
![]() 1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+1 eff.) ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+1 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.0 T5 hands armor [Ego++] Arcane While equipped: Stats +8 Mag +3 Wil +4 Cun dps ---------- Melee+ 10 acid 7 fire 7 cold 6 lightning ----- def ----- Armour +3 Resists +8% light +8% darkness ---------- misc Infravis +2 Starfall: Puts all charms on 10 cooldown Level 1.5 Pwr.cost 10 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 154.82 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Ego++] Master While equipped: Stats +3 Str +5 Dex +3 Cun +3 Con ----- def ----- Armour +3 Phys.save +28 (+7 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Disarm- +33% ---------- misc Cooldown Double Strike -1 Juggernaut: (Instant) Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 26% and provides a 14% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Cun +6 Con ----- def ----- Armour +7 Hardiness +6% Resists +5% physical +5% light +6% darkness ---------- misc Infravis +2 Starfall: Puts all charms on 10 cooldown Level 1.5 Pwr.cost 10 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 154.82 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 15 nature Dmg.mod +26% nature +9% physical Apr +3 ----- def ----- Armour +3 Resists +10% nature +5% arcane Phys.save +9 (+2 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T4 head armor [Unique] Arcane While equipped: Stats +5 Mag +3 Wil +4 Cun dps ---------- Dmg.mod +20% blight Res.pen +10% blight Acc +10 (+3 eff.) ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% blight Disease- +40% ---------- misc See.Stealth +12 See.Invis +12 Masteries +0.10 Corruption/Vim Vimsense: Level 4.5 Pwr.cost 13 out of 32/32. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 7 turns, in a radius of 10. The evil touch will reduce their blight resistance by 59%, but also make them aware of you. The resistance reduction will improve with your Spellpower. This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
![]() 3.0 T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 2.0 T5 head armor [Unique] Arcane While equipped: Stats +5 Con +3 Wil dps ---------- Melee+ 10 acid 10 fire 10 lightning 10 cold Dmg.mod +8% acid +8% fire +8% cold +8% lightning ----- def ----- Armour +5 Fatigue +5% Resists +15% acid +15% fire +15% cold +15% lightning ---------- misc See.Invis +15 This jeweled crown shimmers with colors. |
![]() 1.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +5 Mag +9 Wil +4 Cun dps ---------- Spell.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +10% blight +11% arcane +3% darkness Melee Ret 10 vim draining blight ----- def ----- Blind- +10% Disease- +10% Teleport- +15% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.vim +25.00 Vimsense: Level 3.0 Pwr.cost 13 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 49%, but also make them aware of you. The resistance reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +16 Dex dps ---------- Dmg.mod +3% darkness Res.pen +27% darkness On Hit (Melee): * 20% chance to disease ----- def ----- Armour +5 Fatigue +5% Resists +6% blight +70% darkness +20% light ---------- misc Infravis +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Unique] Master While equipped: ----- def ----- Armour +2 Fatigue +12% Resists +15% acid +15% fire +15% cold +15% lightning Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+2 eff.) Mind.pwr +15 (+2 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+1 eff.) Resists +20% fire Mind.save -10 (-3 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+3 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+6 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 15 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+3 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 3.0 Pwr.cost 9 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 55% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 44%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +20% nature ----- def ----- Armour +6 Defense +12 (+4 eff.) Rng.Def +9 (+3 eff.) Resists +30% nature Phys.save +30 (+7 eff.) Disease- +35% Cut- +25% Pinning- +40% ---------- misc Psi/ret +0.12 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Random Unique] Arcane While equipped: Stats +8 Mag +14 Con dps ---------- Dmg.mod +8% physical +11% darkness +18% blight +12% light +20% arcane +15% temporal Melee Ret 8 arcane 20 blight ----- def ----- Armour +6 Defense +3 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 5 cooldown Level 7.5 Pwr.cost 5 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 32 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Cun +10 Lck dps ---------- Phys.crit +4.0% Spell.crit +5% Mind.crit +4% Acc +8 (+2 eff.) On Hit (Melee): * Slows global speed by 15% On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +9 (+3 eff.) Fatigue +3% Resists +3% temporal +6% cold +12% nature +5% arcane A cap made of leather. |
![]() 3.0 T5 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind Melee Ret 8 mind ----- def ----- Armour +11 Fatigue +5% Resists +25% mind Crit.dmg- 15.00% Spell.save +39 (+9 eff.) Mind.save +26 (+6 eff.) Blind- +10% Confus- +50% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Rare] Master While equipped: Stats +10 Dex dps ---------- Crit.mult +15.00% Dmg.mod +6% blight +12% mind +12% arcane Res.pen +27% blight +25% fire Melee Ret 8 arcane ----- def ----- Armour +5 Fatigue +5% Spell.save +30 (+7 eff.) ---------- misc Vim/s.crit +3.00 Max.vim +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T5 heavy armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +3 Dex dps ---------- Melee Ret 18 physical ----- def ----- Armour +17 Defense +5 (+2 eff.) Fatigue +2% Crit.dmg- 15.00% Phys.save +12 (+3 eff.) HP.reg +5.10 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +1.70 Infravis +1 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 4.5 Pwr.cost 25 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 150.29 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 14.0 T5 heavy armor [Ego++] Arcane While equipped: Stats +8 Str +7 Mag +7 Wil +10 Con dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +6% Phys.pwr +20 (+2 eff.) Spell.pwr +18 (+3 eff.) Mind.pwr +18 (+3 eff.) ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +21% Resists +16% lightning +15% fire -20% light +12% darkness Phys.save +9 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +5 (+1 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Random Unique] Master/Psionic While equipped: Stats +5 Cun ----- def ----- Armour +24 Defense +29 (+10 eff.) Rng.Def +9 (+3 eff.) Fatigue +16% Resists +30% fire +10% mind +5% arcane Mind.save +40 (+10 eff.) Blind- +10% Teleport- +15% A suit of armour made of mail. |
![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+5 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() 9.0 T4 light armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Res.pen +5% light On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +25% cold +3% darkness +9% light Max.HP +50.00 HP.reg +8.40 Heal.mod +20% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+2 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+6 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 42, based on Cunning and Magic) for 10 turns. Uses 25 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood 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: 54 Blood Grasp: Level 7.5 Pwr.cost 6 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 665.78 blight damage and healing you for half the damage done. The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+2 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+5 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 6.0 Pwr.cost 6 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 518.41 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Resists +35% nature Crit.dmg- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 T3 light armor [Rare] Master While equipped: Stats +4 Dex +4 Mag +2 Wil +6 Cun ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +0% Resists +23% acid Crit.dmg- 10.00% ---------- misc Infravis +2 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Master While equipped: Stats +7 Str +9 Dex dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +8 Defense +12 (+4 eff.) Fatigue +8% Phys.save +12 (+3 eff.) A suit of armour made of leather. |
![]() 9.0 T4 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light +12% mind Res.pen +20% mind ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +27% cold +15% mind +12% light A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Nature/Master While equipped: Stats +7 Str dps ---------- Melee+ 7 fire Ranged+ 8 fire ----- def ----- Armour +21 Defense +5 (+2 eff.) Fatigue +8% Resists +29% physical +16% darkness +24% fire ---------- misc Light +2 Track: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 42 for 6 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 17.0 T5 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +15% blight +15% acid Melee Ret 8 blight On Hit (Melee): * 20% chance to disease ----- def ----- Armour +31 Defense +14 (+5 eff.) Fatigue +26% Resists +11% acid +6% physical +11% cold +9% lightning +9% fire Mind.save +17 (+4 eff.) Max.HP +52.00 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+1 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+3 eff.) HP.reg +0.00 Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 585.84 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 13 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() 17.0 T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+2 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+5 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+3 eff.) Mind.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 3.0 Pwr.cost 8 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 5 turns and vulnerable to attacks. They will lose 18 Armour, 27 Defense and your attacks will gain 50% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
![]() 17.0 T5 massive armor [Random Unique] Master/Psionic While equipped: Stats +20 Str +9 Wil +9 Cun dps ---------- Res.pen +5% fire On Hit (Melee): * 21 arcane resource burn ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +26% Resists +45% darkness +26% physical Mind.save +25 (+6 eff.) ---------- misc Light +7 Track: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 42 for 6 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Phys.pwr +10 (+1 eff.) ----- def ----- Armour +35 Defense +25 (+8 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+3 eff.) Spell.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression +0.20 Corruption/Wrath ShadowPwr +10 Grants physical power equal to your Shadow Power. Link of Pain: (Instant) Level 4.5 Pwr.cost 8 out of 15/15. Range 7 Travel.spd instantaneous Is a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 7 turns. Each time the source creature takes damage the victim takes 78% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
![]() 17.0 T5 massive armor [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 23 acid 17 fire Dmg.mod +3% darkness +9% mind Res.pen +10% mind Melee Ret 15 acid 16 fire 8 temporal ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +26% Resists +25% acid +9% darkness +48% fire +3% mind +28% cold A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Rare] Arcane While equipped: ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +26% Resists +15% cold +15% light +27% temporal Crit.dmg- 15.00% Phys.save +32 (+8 eff.) Mind.save +12 (+3 eff.) Knockbk- +25% A suit of armour made of metal plates. |
![]() 6.0 T3 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+4 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 7.0 T3 shield armor [Unique] Nature While equipped: Stats +5 Wil ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +3 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 7.0 T4 shield armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+3 eff.) Rng.Def +12 (+4 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +5 Block This rugged stone shield flickers with bursts of pitch black flame. |
![]() 7.0 T5 shield armor [Unique] Nature/Disrupt While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+6 eff.) Rng.Def +12 (+4 eff.) Fatigue +22% Resists +35% blight +15% nature Spell.save +24 (+6 eff.) Disease- +60% ---------- misc Talents +5 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 12 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() 7.0 T4 shield armor [Unique] Nature/Master While equipped: dps ---------- Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+5 eff.) Rng.Def +15 (+5 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +5 Block On block: 30% chance that you'll breath stunning fire in a cone at the attacker (if within range 6). This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 T3 shield armor [Random Unique] Arcane/Master While equipped: Stats +2 Mag +4 Con dps ---------- On Melee Ret: * 12% chance to blind ----- def ----- Armour +2 Defense +14 (+5 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +23% light +10% darkness Proj.evade +6% Mind.save +3 (+0 eff.) ---------- misc Equi/ret +0.08 Max.psi +10.00 Talents +3 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Random Unique] Nature/Disrupt While equipped: Stats +1 Mag +9 Wil +7 Con dps ---------- Dmg.mod +3% light Melee Ret 18 ice On Hit (Melee): * Slows global speed by 33% On Melee Ret: * 34% chance to reduce effective powers by 20% * 34 arcane resource burn ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +19% acid +18% cold +20% nature Max.HP +100.00 ---------- misc Infravis +1 Telepathy Humanoid/Orc Talents +5 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor [Unique] Master While equipped: Stats +10 Con ----- def ----- Armour +4 Defense +14 (+5 eff.) Rng.Def +14 (+5 eff.) Fatigue +19% Resists +25% blight HP.reg +5.00 ---------- misc Talents +5 Block Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 7.0 T5 shield armor [Unique] Arcane While equipped: ----- def ----- Armour +20 Defense +5 (+2 eff.) Rng.Def +12 (+4 eff.) Fatigue +10% Resists +25% cold +25% fire ---------- misc Talents +1 Shieldsmaiden Aura +4 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 7.0 T5 shield armor [Unique] Nature While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+1 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+6 eff.) Rng.Def +17 (+6 eff.) Fatigue +12% Resists +12% mind +10% fire +20% light +15% darkness Mind.save +18 (+4 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +5 Block Send out a range 7 beam, lighting its path and dealing 75.28 to 94.10 light damage (based on Willpower and Cunning). Uses 6 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
![]() 7.0 T5 shield armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) ----- def ----- Armour +4 Defense +8 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue +0% Resists +30% temporal Dmg.red +20 all Spell.save +20 (+5 eff.) Proj.slow +50% ---------- misc Talents +5 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() 7.0 T5 shield armor [Unique] Arcane While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+4 eff.) Rng.Def +15 (+5 eff.) Fatigue +28% Resists +2% all ---------- misc Talents +5 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() 7.0 T5 shield armor [Unique] Arcane Glows brightly in the light of dawn. While equipped: ----- def ----- Armour +20 Defense +16 (+5 eff.) Rng.Def +17 (+6 eff.) Fatigue +14% Resists +30% blight +30% darkness Spell.save +19 (+5 eff.) ---------- misc Light +2 Talents +5 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
![]() 7.0 T5 shield armor [Random Unique] Arcane/Master While equipped: Stats +5 Mag +6 Con dps ---------- Res.pen +25% fire On Melee Ret: * 40% chance to blind ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +26% acid +42% fire +19% light ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 180% Range: 1.4x Uses 40% Wil, 50% Dex, 50% Mag 70% Str Dmg Physical Acc+ +0.2% crit / acc Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() 3.0 T4 arrow ammo [Unique] Arcane Power 142% Range: 1.4x Uses 40% Wil, 70% Dex, 50% Mag 50% Str Dmg Bright light Acc+ +0.2% crit / acc Apr +15 Crit +2.0% Capacity 25 Proj.spd +300% Shots beam through all targets. This strange orange quiver is made of brass and etched with many bright red runes that glow and glitter in the light. The arrows themselves appear to be solid shafts of blazing hot light, like rays of sunshine, hammered and forged into a solid state. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 174% Range: 1.4x Uses 40% Wil, 50% Dex, 50% Mag 70% Str Dmg Physical Acc+ +0.2% crit / acc Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 156% Range: 1.4x Uses 40% Wil, 70% Dex, 60% Mag 50% Str Dmg Void Acc+ +0.2% crit / acc Apr +30 Crit +6.0% Capacity 0 On Hit: 10% Spatial Tether 1 On Hit: 5% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T5 arrow ammo [Ego++] Master/Psionic Power 178% Range: 1.4x Uses 40% Wil, 70% Dex, 50% Mag 50% Str Dmg Physical Acc+ +0.2% crit / acc Apr +32 Crit +20.0% Capacity 19 Proj.spd +200% Ranged+ +45 darkness Against +24% Living Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego++] Disrupt/Master Power 176% Range: 1.4x Uses 40% Wil, 70% Dex, 50% Mag 50% Str Dmg Physical Acc+ +0.2% crit / acc Apr +33 Crit +14.0% Capacity 22 Proj.spd +200% Ranged+ +38 manaburn arcane On Crit: * burns latent spell energy Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Rare] Master Power 135% Range: 1.4x Uses 40% Wil, 50% Str, 50% Mag 70% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +10 Crit +17.0% Capacity 21 Ranged+ +8 arcane On Hit.r1 +4 arcane On Crit.r2 +16 arcane On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% darkness +9% lightning Res.pen +25% darkness Melee Ret 16 darkness 8 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +9% darkness ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +7 (+1 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+1 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 6.0 Pwr.cost 15 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 5. The beam also affect any creatures in its path, dealing 585.57 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 40 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 0.0 T3 gift gem [Legendary] Unknown While carried: Light +2 Explode a sphere. Uses 1 power out of 2018/2018 A set of 2018 tiny explosive spheres. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 50 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 3.0 Pwr.cost 13 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 489.87 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 489.87 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 T3 lite [Random Unique] Master/Psionic While equipped: Stats +8 Cun dps ---------- Mind.crit +6% Mind.pwr +6 (+1 eff.) Melee Ret 20 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +9% acid +9% blight Mind.save +14 (+3 eff.) ---------- misc Light -7 Infravis +5 See.Stealth +5 See.Invis +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+2 eff.) Melee+ 25 phys.bleed Dmg.mod +10% temporal +5% physical Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 8 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 3.0 Pwr.cost 5 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 619.55 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 5 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 15 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 101 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 658.36 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 13 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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. |
![]() 3.0 T5 shot ammo [Rare] Arcane Power 167% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +15.0% Capacity 21 Rld cld 2 Proj.spd +200% Ranged+ +28 mind While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Rare] Nature Power 166% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 24 Proj.spd +200% On Hit.r1 +20 acid On Hit: * 40% chance to corrode armour by 30% * 10% chance to create an air burst Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Random Unique] Master/Psionic Power 142% Range: 1.2x Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 17 Ranged+ +11 bleed +12 darkness On Hit.r1 +4 darkness On Crit.r2 +4 darkness On Hit: * Slows global speed by 40% * 25% chance to put talents on cooldown On Crit: * wounds the target for 7 turns: 34 bleeding, 87% reduced healing Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% fire Res.pen +10% fire Melee Ret 12 fire Fire a blast of psionic energies in a range 10 beam dealing 89.92 to 179.85 mind damage Puts all charms on 4 cooldown 100% to regenerate 4 hate. 100% to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+3 eff.) Psionic Pull: Level 3.0 Pwr.cost 9 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 169 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% blight Res.pen +25% temporal Melee Ret 8 mind On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ---------- misc Wards +2 physical +3 mind +3 darkness Talents +4 Telekinetic Blast +1 Ward +1 Silence Cooldown Silence -1 Absorb and nullify at most 3 detrimental mental status effects in the next 10 turns Puts all charms on 5 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +20.00% ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +15% blight +6% cold +12% light +9% lightning Crit.dmg- 15.00% Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 171 for 7 turns Puts all charms on 10 cooldown 100% to regenerate 12 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+1 eff.) Melee Ret 18 nature slow ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 15 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 18 power out of 35/35 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 5 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: Stats +3 Cun +2 Con ----- def ----- Fatigue -4% Resists +3% darkness ---------- misc Light +3 Talents +3 Rushing Claws +3 Lay Web Cooldown Rushing Claws -1 Lay Web -1 Harden the skin for 7 turns increasing armour by 51 and armour hardiness by 60% Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+4 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 152 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 18 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 2.0 white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Dmg.mod +7% all Resists +7% all Stun/Frz- +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
In a selfless act, High Sun Paladin Aeryn sacrificed herself to close the portal to the Void and thus stopped the Creator from bringing about the end of the world.
The Gates of Morning have been destroyed and the Sunwall has fallen. The last remnants of the free people in the Far East will surely diminish, and soon only orcs will inhabit this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
After your victory you came back to Last Hope and reunited with Melinda, who after many years remains free of demonic corruption.
You lived together and led a happy life. Melinda even learned a few adventurer's tricks and you both traveled Eyal, making new legends.
Achievements
By Awk Arai the Shalore Adventurer level 32
5th Decay 122nd year of Ascendancy at 12:35 see stats
By Awk Arai the Shalore Adventurer level 37
8th Pyre 123rd year of Ascendancy at 09:59 see stats
By Awk Arai the Shalore Adventurer level 37
73rd Pyre 123rd year of Ascendancy at 02:37 see stats
By Awk Arai the Shalore Adventurer level 31
2nd Decay 122nd year of Ascendancy at 22:44 see stats
By Awk Arai the Shalore Adventurer level 37
76th Regrowth 123rd year of Ascendancy at 15:05 see stats
By Awk Arai the Shalore Adventurer level 37
4th Pyre 123rd year of Ascendancy at 03:54 see stats
By Awk Arai the Shalore Adventurer level 34
74th Regrowth 123rd year of Ascendancy at 01:04 see stats
By Awk Arai the Shalore Adventurer level 23
28th Haze 122nd year of Ascendancy at 11:41 see stats
By Awk Arai the Shalore Adventurer level 37
1st Time of Balance 123rd year of Ascendancy at 01:27 see stats
By Awk Arai the Shalore Adventurer level 32
6th Allure 123rd year of Ascendancy at 05:04 see stats
By Awk Arai the Shalore Adventurer level 37
16th Pyre 123rd year of Ascendancy at 07:22 see stats
By Awk Arai the Shalore Adventurer level 33
71st Regrowth 123rd year of Ascendancy at 04:55 see stats
By Awk Arai the Shalore Adventurer level 32
27th Regrowth 123rd year of Ascendancy at 17:56 see stats
By Awk Arai the Shalore Adventurer level 37
41st Pyre 123rd year of Ascendancy at 12:05 see stats
By Awk Arai the Shalore Adventurer level 23
33rd Haze 122nd year of Ascendancy at 03:40 see stats
By Awk Arai the Shalore Adventurer level 48
2nd Mirth 123rd year of Ascendancy at 18:49 see stats
By Awk Arai the Shalore Adventurer level 18
66th Dusk 122nd year of Ascendancy at 11:02 see stats
By Awk Arai the Shalore Adventurer level 23
33rd Haze 122nd year of Ascendancy at 15:30 see stats
By Awk Arai the Shalore Adventurer level 37
14th Pyre 123rd year of Ascendancy at 21:54 see stats
By Awk Arai the Shalore Adventurer level 30
79th Haze 122nd year of Ascendancy at 03:39 see stats
By Awk Arai the Shalore Adventurer level 17
50th Dusk 122nd year of Ascendancy at 19:52 see stats
By Awk Arai the Shalore Adventurer level 37
4th Pyre 123rd year of Ascendancy at 04:12 see stats
By Awk Arai the Shalore Adventurer level 10
76th Pyre 122nd year of Ascendancy at 20:42 see stats
By Awk Arai the Shalore Adventurer level 20
67th Dusk 122nd year of Ascendancy at 23:47 see stats
By Awk Arai the Shalore Adventurer level 30
75th Haze 122nd year of Ascendancy at 07:22 see stats
By Awk Arai the Shalore Adventurer level 40
77th Pyre 123rd year of Ascendancy at 05:45 see stats
By Awk Arai the Shalore Adventurer level 50
2nd Mirth 123rd year of Ascendancy at 22:02 see stats
By Awk Arai the Shalore Adventurer level 37
55th Pyre 123rd year of Ascendancy at 14:49 see stats
By Awk Arai the Shalore Adventurer level 32
26th Regrowth 123rd year of Ascendancy at 08:44 see stats
By Awk Arai the Shalore Adventurer level 25
41st Haze 122nd year of Ascendancy at 03:24 see stats
By Awk Arai the Shalore Adventurer level 32
26th Regrowth 123rd year of Ascendancy at 21:25 see stats
By Awk Arai the Shalore Adventurer level 17
55th Dusk 122nd year of Ascendancy at 09:19 see stats
By Awk Arai the Shalore Adventurer level 33
71st Regrowth 123rd year of Ascendancy at 05:46 see stats
By Awk Arai the Shalore Adventurer level 37
57th Pyre 123rd year of Ascendancy at 04:59 see stats
By Awk Arai the Shalore Adventurer level 37
57th Pyre 123rd year of Ascendancy at 05:00 see stats
By Awk Arai the Shalore Adventurer level 37
41st Pyre 123rd year of Ascendancy at 15:35 see stats
By Awk Arai the Shalore Adventurer level 33
70th Regrowth 123rd year of Ascendancy at 02:19 see stats
By Awk Arai the Shalore Adventurer level 13
3rd Dusk 122nd year of Ascendancy at 03:58 see stats
By Awk Arai the Shalore Adventurer level 24
33rd Haze 122nd year of Ascendancy at 15:30 see stats
By Awk Arai the Shalore Adventurer level 17
64th Dusk 122nd year of Ascendancy at 17:28 see stats
By Awk Arai the Shalore Adventurer level 30
1st Decay 122nd year of Ascendancy at 08:09 see stats
Log
Saving done.
Saving game...
Saving done.
Awk Arai deactivates Shock Hands.
Awk Arai's surge ends.
Awk Arai deactivates Wildfire.
Awk Arai deactivates Shielding.
Awk Arai deactivates Blade Flurry.
Awk Arai deactivates Chant of Fortitude.
Awk Arai deactivates Quicken Spells.
Awk Arai deactivates Keen Senses.
Awk Arai deactivates Arcane Feed.
Awk Arai deactivates Crystalline Focus.
Awk Arai stops regenerating health quickly.
Awk Arai deactivates Abyssal Shield.
Awk Arai deactivates Elemental Harmony.
The shield around Awk Arai crumbles.
Awk Arai deactivates Wild Growth.
Awk Arai deactivates Burning Wake.
Awk Arai deactivates Ruin.
Awk Arai deactivates Daunting Presence.
Awk Arai deactivates Premonition.
Awk Arai deactivates Arcane Shield.
Awk Arai deactivates Arcane Combat.
Awk Arai deactivates Fiery Hands.
Awk Arai deactivates Spellcraft.
Awk Arai deactivates Shadow Combat.
Awk Arai deactivates Shadow Feed.
Awk Arai deactivates Inner Power.
Awk Arai deactivates Secrets of the Eternals.