













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | S&M Training 1.0.0Allows training of Staff Combat from the staff carver in Elvala, and Mindstar Mastery at Night's Star in Shatur. 50 gold buys the tree locked at 1.0, 750 gets it unlocked. Classes who start with the tree locked can pay 750 to unlock it at their mastery level (this may change depending on feedback.) Additionally, the Potion of Martial Prowess in the Infinite Dungeon grants both Staff Combat and Mindstar Mastery as locked trees at 1.0 mastery. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Encumbrance Bypass 1.3.1Gives you a maximum Encumbrance value of 50000. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Proper Possession 1.5.0
Frequently Asked Questions: Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Items Vault 1.5.0Donators/Buyers bonus! Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This 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 Monsters tiles set 1.5.10Description Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Этот аддон позволит вам играть за Существо. Добавляет дополнительный сет тайлов, состоящий из слизней, шмелей, варгов, кошачьих и призраков в меню 'Custom tiles' Не меняет ветки скиллов или характеристики! Установка: Удаление: или в игре: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Adventurer |
Level / Exp | 50 / 3905% |
Size | big |
Lifes / Deaths | Killed by Doomed Shade of Xerph "The Devourer" at level 50 on the 14th Pyre 124th year of Ascendancy at 13:38 5 / 2Killed by Doomed Shade of Xerph "The Devourer" at level 50 on the 14th Pyre 124th year of Ascendancy at 14:15 |
Primary Stats
Strength | 57 (base 37) |
Dexterity | 29 (base 12) |
Constitution | 38 (base 12) |
Magic | 95 (base 60) |
Willpower | 91 (base 60) |
Cunning | 75 (base 60) |
Resources
Steam | 100/100 |
Mana | 799/799 |
Equilibrium | 30 |
Vim | 0/196 |
Life | 2838/2838 |
Psi | 181/181 |
Stamina | 64/64 |
Paradox | 300 |
Healing Factor | 1.6119230769231 |
Regeneration | 2.8208653846154 |
Speed
Mental | -3.3306690738755E-14% |
Attack | -3.3306690738755E-14% |
Movement | -9.9920072216264E-12% |
Spell | -3.3306690738755E-14% |
Global | +103% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 5 |
See Stealth | 39.956004335202 |
See Invisible | 39.956004335203 |
ESP Range | 10 |
ESP Kinds | dragon, demon/major, demon/minor, humanoid/orc |
Offense: Mainhand
Damage | 163 |
Accuracy | 68 |
Crit Chance | 38% |
APR | 24 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 29% |
Speed | 1 |
Offense: Damage Bonus
Nature | +19% |
Fire | +36% |
Cold | +17% |
Blight | +16% |
Arcane | +16% |
Mind | +13% |
All | +7% |
Offense: Damage Penetration
Mind | +25% |
Lightning | +10% |
Fire | +12% |
All | 0% |
Defense: Base
Armour (hardiness) | 95 (98.462686567164%) |
Defense | 42 |
Ranged Defense | 44 |
Fatigue | 27 |
Physical Save | 41 |
Spell Save | 64 |
Mental Save | 61 |
Defense: Resistances
Acid | + 38%( 70%) |
Blight | + 40%( 70%) |
Arcane | + 37%( 70%) |
Cold | + 64%( 70%) |
All | + 22%( 70%) |
Darkness | + 34%( 70%) |
Light | + 54%( 70%) |
Temporal | + 27%( 70%) |
Lightning | + 45%( 70%) |
Physical | + 31%( 70%) |
Fire | + 39%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 50% |
Poison Resistance | 64% |
Blind Resistance | 100% |
Silence Resistance | 15% |
Bleed Resistance | 59% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Pinning Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 846 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 506 damage for 3 turns. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 21.8 steam per turn. Can be activated for an instant burst of 109 steam. Its effects scale with your Magic stat. |
Class Talents
Corruption / Demonic pact | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Psionic / Possession | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Steamtech / Butchery | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Tentacles | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Body snatcher | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Tempest of Metal |
talent | Reality Smearing |
talent | Overheat Saws |
talent | Elemental Harmony |
talent | Chant of Fortitude |
talent | Mitosis |
talent | Beyond the Flesh |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
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 lone alchemist to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lost anorithil from death by Salina the skeleton warrior. Escort: lost anorithil (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You failed to protect the lost warrior from death by snow giant boulder thrower. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 422. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed sandworm tooth. * You've found the needed wretchling eyeball. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 3.0 T4 steamsaw 1H weapon [Ego++] Nature/Psionic/Steamtech Power 153% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +66 On Crit.r2 +10 fire On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Uses 1.0 Steam While equipped: dps ---------- All.spd +3% Res.pen +7% fire ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% ---------- misc Talents +5 Flame Bolts +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Quiver | ![]() 3.0 T1 shot ammo [Rare] Nature Power 129% Range: 1.2x Uses 50% Mag, 120% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 16 Ranged+ +24 blight +13 fire On Crit.r2 +12 blight +6 fire On Hit: * 40% chance to cause random gloom * 40% chance to disease Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T5 lite [Rare] Nature While equipped: Stats +10 Wil dps ---------- Phys.crit +5.0% Crit.mult +20.00% Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+2 eff.) S.pwr/crit +10 Dmg.mod +9% blight ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +15% light +9% nature Silence- +15% ---------- misc Light +4 Telepathy Dragon Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Mag +5 Wil +4 Con dps ---------- Res.pen +10% lightning Acc +25 (+5 eff.) ----- def ----- Armour +3 Fatigue -5% Resists +21% acid +14% cold ---------- misc Light +10 Telepathy Demon/Minor Humanoid/Orc Demon/Major Breathe water A hat made of leather. Very stylish. |
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Lck +4 Dex dps ---------- Dmg.mod +6% mind +18% fire Res.pen +25% mind +5% fire ----- def ----- Armour +1 Fatigue +1% Stealth +6 ---------- misc Talents +5 Rocket Boots A pair of boots made of leather. |
Tool | ![]() 2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +4 Str +1 Con ----- def ----- Armour +8 Spell.save +21 (+5 eff.) Mind.save +9 (+2 eff.) Die.at -20.00 life HP.reg +0.80 Blind- +5% Cut- +15% Stun/Frz- +20% ---------- misc Vim/ret +1.00 Max.stam +14.00 Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Nature While equipped: dps ---------- Dmg.mod +11% fire +10% cold ----- def ----- Resists +3% darkness +22% fire +5% arcane +20% cold Max.HP +52.00 HP.reg +0.70 Heal.mod +11% ---------- misc Vim/ret +1.00 Infravis +2 Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Lck dps ---------- Dmg.mod +12% nature Acc +11 (+2 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +9 (+3 eff.) Resists +6% temporal +14% light +3% blight +5% arcane +12% darkness Phys.save +15 (+5 eff.) Spell.save +14 (+3 eff.) Mind.save +12 (+3 eff.) Unseen.red 15% Blind- +37% Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 144% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +24 Crit +5.0% Atk.spd 100% Block +150 Recurse +2 Uses 1.0 Steam While equipped: ----- def ----- Armour +10 Defense +11 (+4 eff.) Fatigue +13% ---------- misc Talents +5 Flame Bolts +5 Block This intricate set of steamsaws lock together in a nearly indecipherable system. They sure seem sharp though. |
On hands | ![]() 1.0 T5 hands armor [Random Unique] Arcane While equipped: Stats +11 Mag +10 Wil +11 Con dps ---------- Melee+ 19 arcane Dmg.mod +9% arcane On Hit (Melee): * 15% chance to blind ----- def ----- Armour +18 Hardiness +11% Resists +11% physical +9% arcane +12% light Disarm- +100% ---------- misc Light +1 Talents +5 Iron Grip Unarmed combat: Power 146% Range: 1.1x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +5.0% Atk.spd 100% Melee+ +28 arcane On Crit.r2 +10 arcane On Hit: 5% Stone Touch 5 On Hit: 10% Manathrust 3 On Hit: * 40% chance to cause random gloom Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Around waist | ![]() 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. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +30% lightning Blind- +20% Poison- +20% Disease- +30% Confus- +10% Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+3 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) Silence- +0% Confus- +40% Pinning- +40% Stun/Frz- +0% ---------- misc Talents +5 Fiery Cleansing Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 87% efficiency and cooldown mod of 58%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 199% efficiency and cooldown mod of 75%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 209% efficiency and cooldown mod of 70%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 163% efficiency and cooldown mod of 100%. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 141% efficiency and cooldown mod of 88%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 166% efficiency and cooldown mod of 79%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 133% efficiency and cooldown mod of 63%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 250% efficiency and cooldown mod of 65%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 56 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.2 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.9 steam per turn. Can be activated for an instant burst of 44 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 17.1 steam per turn. Can be activated for an instant burst of 85 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.3 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 15.2 steam per turn. Can be activated for an instant burst of 76 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 20.2 steam per turn. Can be activated for an instant burst of 101 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.9 steam per turn. Can be activated for an instant burst of 60 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.2 steam per turn. Can be activated for an instant burst of 51 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.5 steam per turn. Can be activated for an instant burst of 53 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.2 steam per turn. Can be activated for an instant burst of 71 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 19.0 steam per turn. Can be activated for an instant burst of 95 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 13.0 steam per turn. Can be activated for an instant burst of 65 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 226 and cleanse 1 wound and 1 poison effect. 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 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 320 and cleanse 1 wound and 1 poison effect. 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. |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 534 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. Press to compare to your current inscriptions |
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 654 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. Press to compare to your current inscriptions |
![]() 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 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 25% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 T2 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 increase movement speed by 870% 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 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 704% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T3 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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, physical or mental effect and increase affinity for all damage by 15% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 11 turns. While Heroism is active, you will only die when reaching -801 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted 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 30 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 602% 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 973% for 10 turns and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity 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 [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1190% for 10 turns and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 184 with a minimum range of 15. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 107 with a minimum 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 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 166 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 171 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 199 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 549.98 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 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 12. Its effects scale with your Dexterity stat. 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 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 13. 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 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 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 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +10% darkness Blind- +20% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% arcane +12% lightning Res.pen +20% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +18% lightning Teleport- +50% Teleport you randomly (rad 43) Puts all charms on 15 cooldown Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+2 eff.) S.pwr/crit +6 Dmg.mod +6% acid +6% temporal +6% light +6% lightning +6% fire +5% cold +6% physical +6% darkness Res.pen +5% blight ----- def ----- Resists +6% blight Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +40.00 Masteries +0.22 Cursed/Gloom Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -5% HP.reg +2.10 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +6 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +7% physical Phys.save +6 (+2 eff.) Die.at -60.00 life ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Crit.mult +23.00% Phys.pwr +7 (+1 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +8 (+3 eff.) Phys.spd +10% Dmg.mod +8% blight +10% fire +7% physical Res.pen +5% light Melee Ret 12 mind ----- def ----- Armour +4 Defense +6 (+2 eff.) Res.Cap +4% all Phys.save +13 (+5 eff.) ---------- misc Psi/ret +0.04 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Dmg.mod +12% lightning Apr +3 ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +12% acid +6% physical +19% light +21% darkness Die.at -60.00 life Max.HP +30.00 Blind- +38% ---------- misc Max.stam +20.00 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% mind Res.pen +15% mind On Hit (Melee): * 20% chance to disease ----- def ----- Resists +15% mind +22% light +22% darkness Blind- +38% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +14% fire +10% cold Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -6% HP.reg +1.70 Teleport- +50% Teleport you randomly (rad 45) Puts all charms on 15 cooldown Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature +18% darkness Res.pen +15% darkness +20% nature On Hit (Melee): * Slows global speed by 30% * 30% chance to inflict 15% damage reduction ----- def ----- Resists +15% darkness +13% physical ---------- misc Stam/turn +1.00 Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +6% fire +9% darkness +22% temporal Spell.save +30 (+7 eff.) Silence- +20% Pinning- +64% Stun/Frz- +25% Knockbk- +44% Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +5 Mag dps ---------- S.pwr/crit +5 ----- def ----- Resists +19% temporal Pinning- +40% Knockbk- +37% ---------- misc Mana/turn +0.33 Max.mana +49.00 Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +7 Str ----- def ----- Resists +21% temporal Pinning- +36% Knockbk- +26% Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Con dps ---------- Dmg.mod +24% fire Res.pen +10% fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +15% blight +3% cold +6% darkness Spell.save +3 (+1 eff.) Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +10 Str dps ---------- Dmg.mod +12% mind ----- def ----- Resists +18% lightning Mind.save +12 (+3 eff.) Stun/Frz- +44% ---------- misc Psi/ret +0.16 Light +3 Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% lightning Melee Ret 16 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +15% blight +15% lightning Blind- +34% ---------- misc Infravis +8 Sight +2 See.Invis +12 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Arcane While equipped: Stats +6 Str +5 Mag +3 Con dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) S.pwr/crit +10 Dmg.mod +8% acid +8% fire +8% cold +8% lightning ----- def ----- Spell.save +30 (+7 eff.) ---------- misc Mana/turn +0.20 Vim/s.crit +4.00 Max.mana +60.00 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +12 Str +3 Dex +3 Mag dps ---------- Spell.crit +2% Spell.pwr +4 (+1 eff.) Dmg.mod +12% blight Melee Ret 8 arcane ----- def ----- Resists +29% physical Spell.save +27 (+7 eff.) ---------- misc Stam/turn +2.40 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 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 [Random Unique] Nature While equipped: Stats +8 Dex dps ---------- Res.pen +25% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +6% acid +27% cold +30% mind +48% fire Confus- +39% Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +30% fire Res.pen +25% darkness Melee Ret 24 darkness On Hit (Melee): * 38% chance to inflict 15% damage reduction ----- def ----- Resists +6% fire Heal.mod +30% Cut- +80% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 196 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +3 Str +3 Dex +16 Wil +10 Con ---------- misc Telepathy Demon/Minor Demon/Major Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) Res.pen +15% blight Acc +12 (+3 eff.) Apr +4 On Hit (Melee): * 30% chance to disease ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue -9% Resists +18% blight +6% physical +12% nature HP.reg +4.50 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +16 Mag dps ---------- Spell.crit +6% Spell.pwr +6 (+1 eff.) Dmg.mod +21% lightning +7% temporal +8% light +8% physical +8% darkness Res.pen +15% lightning +29% darkness ----- def ----- Resists +5% arcane +9% lightning Phys.save +22 (+8 eff.) Spell.save +25 (+6 eff.) Mind.save +25 (+6 eff.) Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Crit.mult +23.00% Spell.pwr +20 (+5 eff.) Dmg.mod +8% temporal +7% light +7% physical +14% blight +13% fire +3% arcane +8% darkness Melee Ret 16 arcane ----- def ----- Phys.save +13 (+5 eff.) Die.at -80.00 life ---------- misc Masteries +0.31 Spell/Divination +0.31 Technique/Sniper Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Crit.mult +21.00% Res.pen +15% blight Melee Ret 16 blight ----- def ----- Armour +12 Max.HP +50.00 ---------- misc Max.stam +35.00 Masteries +0.29 Cursed/Darkness Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +10 Cun dps ---------- Dmg.mod +6% nature Res.pen +20% fire Melee Ret 4 nature 8 temporal ----- def ----- Resists +9% nature +33% temporal Pinning- +50% Knockbk- +50% ---------- misc Masteries +0.38 Spell/Explosive admixtures +0.38 Corruption/Fearfire Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +6% acid +15% fire +6% arcane +12% nature Mind.save +30 (+7 eff.) Heal.mod +30% Poison- +10% Disease- +15% Cut- +105% Knockbk- +15% Teleport- +20% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 250 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Spell.crit +7% Crit.mult +15.00% Dmg.mod +15% blight Res.pen +20% acid Melee Ret 8 blight ----- def ----- Teleport- +50% Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Max.mana +112.00 Teleport you randomly (rad 59) Puts all charms on 15 cooldown Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +12% lightning +6% temporal +3% darkness +22% fire +3% nature +6% light Blind- +10% Cut- +5% ---------- misc Vim/ret +0.00 Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun ----- def ----- Armour +6 Defense +6 (+2 eff.) Resists +9% blight +3% physical Blind- +10% Disease- +25% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Cun ----- def ----- Defense +4 (+1 eff.) Mind.save +5 (+1 eff.) Confus- +23% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +2.0% Phys.pwr +4 (+1 eff.) Dmg.mod +9% lightning Acc +8 (+2 eff.) Apr +2 ----- def ----- Phys.save +8 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +8 (+2 eff.) ---------- misc Stam/turn +0.60 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% lightning +12% nature +9% acid Res.pen +10% acid On Hit (Melee): * Slows global speed by 30% * 30% chance to corrode armour by 30% ----- def ----- Resists +28% lightning +12% nature Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +4 (+1 eff.) Resists +22% lightning Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Res.pen +25% light On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% blight +6% darkness +6% lightning Spell.save +9 (+2 eff.) Mind.save +10 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +30% acid +16% fire Res.pen +10% temporal On Hit (Melee): * 32% chance to corrode armour by 30% * 43% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% acid +32% fire +12% temporal Def/telep +10 Res/telep +10% Dur/telep +10% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Dex +7 Wil +13 Cun +1 Con dps ---------- Phys.pwr +15 (+3 eff.) Spell.pwr +11 (+2 eff.) Mind.pwr +21 (+6 eff.) Acc +11 (+2 eff.) On Melee Ret: * 31% chance to disease * 36% chance to inflict 15% damage reduction ----- def ----- Armour +10 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Heal.mod +10% ---------- misc Max.stam +10.00 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +7 Cun +12 Wil dps ---------- Crit.mult +10.00% Mind.pwr +11 (+3 eff.) Dmg.mod +12% mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ---------- misc Mana/s.crit +10.00 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 20 fire ----- def ----- Resists +15% mind +18% fire Max.HP +67.00 HP.reg +1.40 Heal.mod +18% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +15% blight On Hit (Melee): * 31% chance to blind * 20% chance to disease ----- def ----- Resists +9% blight +12% temporal HP.reg +3.20 Stun/Frz- +38% ---------- misc Light +3 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +14% darkness ----- def ----- Resists +28% darkness Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +15% nature ----- def ----- Resists +30% nature Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- HP.reg +1.70 Stun/Frz- +26% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+3 eff.) Silence- +34% ---------- misc Mana/turn +0.19 Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: ----- def ----- Resists +10% nature +8% blight Mind.save +7 (+1 eff.) Poison- +14% Disease- +17% Confus- +28% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% physical Acc +11 (+2 eff.) Apr +15 ----- def ----- Defense +13 (+4 eff.) Resists +3% nature Mind.save +9 (+2 eff.) HP.reg +3.70 Poison- +10% Confus- +39% Stun/Frz- +37% ---------- misc See.Invis +9 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 93% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 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. |
![]() 0.1 T4 ring jewelry [Rare] Nature While equipped: Stats +3 Dex +2 Mag +3 Wil dps ---------- Dmg.mod +18% lightning +6% arcane Res.pen +10% arcane ----- def ----- Resists +36% lightning +5% arcane +9% blight ---------- misc Light +3 Telepathy All Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Cun +6 Mag dps ---------- Mind.crit +3% Phys.pwr +13 (+2 eff.) Spell.pwr +24 (+6 eff.) Mind.pwr +13 (+4 eff.) Dmg.mod +15% mind Melee Ret 8 mind ----- def ----- HP.reg +2.60 Stun/Frz- +36% ---------- misc Max.psi +20.00 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% blight +6% fire +6% darkness Res.pen +20% fire +15% mind +15% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +18% blight +21% fire +15% mind +15% darkness Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid +30% fire Res.pen +25% acid Acc +15 (+3 eff.) Apr +15 On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +13 (+4 eff.) Resists +12% fire Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 93% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Phys.save -30 (-14 eff.) Spell.save -30 (-9 eff.) Mind.save -30 (-10 eff.) When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+3 eff.) ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +7 Con dps ---------- Phys.crit +7.0% Phys.pwr +8 (+2 eff.) ----- def ----- Phys.save +30 (+10 eff.) Die.at -60.00 life Silence- +34% ---------- misc Mana/turn +0.23 Max.stam +25.00 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning +9% fire Res.pen +10% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Fatigue -8% Resists +9% fire ---------- misc Max.enc +36 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% temporal Res.pen +26% acid Acc +15 (+3 eff.) Apr +13 Melee Ret 21 temporal ----- def ----- Defense +15 (+5 eff.) Resists +24% acid Def/telep +16 Res/telep +16% Dur/telep +16% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 93% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Phys.pwr +6 (+1 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +18% physical Melee Ret 16 physical ----- def ----- Resists +6% mind +18% physical Mind.save +36 (+9 eff.) ---------- misc Stam/turn +0.80 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex +13 Mag +12 Wil +5 Cun +3 Con dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +6% darkness Res.pen +10% lightning On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Crit.dmg- 15.00% ---------- misc Light +2 Telepathy Humanoid/Orc Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +8% physical Acc +10 (+2 eff.) ----- def ----- Armour +10 Hardiness +20% Defense +5 (+2 eff.) Fatigue -15% Phys.save +45 (+15 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 [Rare] Arcane While equipped: dps ---------- Melee+ 49 light Ranged+ 37 light Dmg.mod +9% acid On Hit (Melee): * 35% chance to blind On Hit (Ranged): * 35% chance to blind ----- def ----- Defense +11 (+4 eff.) Rng.Def +11 (+4 eff.) Resists +12% temporal +15% fire +12% cold +6% arcane +1% physical Phys.save +32 (+11 eff.) Blind- +10% Def/telep +19 Res/telep +19% Dur/telep +19% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +12 (+4 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 2.0 Pwr.cost 30 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, 2 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +17% nature +9% darkness Melee Ret 16 darkness ----- def ----- Armour +10 Resists +40% nature +6% mind Spell.save +6 (+1 eff.) Blind- +25% Disarm- +10% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) Apr +15 ---------- misc Masteries +0.30 Technique/Unarmed discipline +0.30 Technique/Warcries +0.30 Technique/Dual techniques +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/Superiority +0.30 Technique/Pugilism +0.30 Technique/Shield defense +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 T5 ring jewelry [Ego+] Arcane/Master While equipped: Stats +9 Str +9 Con dps ---------- Phys.pwr +11 (+2 eff.) ----- def ----- Silence- +39% ---------- misc Mana/turn +0.30 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +10 Cun +6 Dex dps ---------- Acc +14 (+3 eff.) Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego] Nature While equipped: Stats +8 Con dps ---------- Dmg.mod +17% nature ----- def ----- Resists +34% nature Phys.save +16 (+6 eff.) ---------- misc Vim/ret +0.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +10 Str +2 Dex +10 Con dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +20% fire ----- def ----- Resists +6% darkness +40% fire Max.HP +32.00 Disarm- +47% Pinning- +38% Knockbk- +46% ---------- misc Light +3 Infravis +2 See.Invis +3 Telepathy Demon/Minor Demon/Major Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +10 Dex dps ---------- Dmg.mod +15% light +9% darkness Res.pen +20% light +25% darkness Acc +20 (+4 eff.) ----- def ----- Resists +15% light +12% darkness Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Cun +3 Mag dps ---------- Spell.pwr +13 (+3 eff.) Mov.spd +21% Res.pen +5% darkness Acc +10 (+2 eff.) Melee Ret 12 darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 30% chance to inflict 15% damage reduction ----- def ----- Defense +15 (+5 eff.) HP.reg +3.60 Stun/Frz- +47% Blinding Speed: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +9 Wil dps ---------- Dmg.mod +21% lightning Res.pen +30% lightning +25% nature +33% light On Hit (Melee): * Slows global speed by 39% * 39% chance to daze at end of turn ----- def ----- Resists +15% nature Mind.save +18 (+4 eff.) Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +19% Acc +11 (+2 eff.) ----- def ----- Defense +11 (+4 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
![]() 5.0 T1 staff 2H weapon [Rare] Arcane Power 124% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +5 Mag +2 Wil dps ---------- Spell.crit +1% Spell.pwr +5 (+1 eff.) S.pwr/crit +4 Dmg.mod +12% cold +6% physical ---------- misc Max.mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 134% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Phasing +50% While equipped: Stats +1 Mag dps ---------- Spell.crit +2% Spell.pwr +11 (+2 eff.) Dmg.mod +18% lightning +18% cold +18% arcane +18% fire On Hit (Melee): * 6% chance to disease ---------- misc Vim/s.crit +2.00 Max.vim +19.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 131% Range: 1.2x Uses 180% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+3 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 134% Range: 1.2x Uses 160% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+3 eff.) Dmg.mod +15% light +15% physical +15% darkness +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature Power 129% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 blight On Hit.r1 +4 blight While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) S.pwr/crit +3 Dmg.mod +15% temporal Melee Ret 4 fire On Hit (Melee): * 5% chance to blind * 20% chance to disease ----- def ----- Armour +4 Hardiness +2% Defense +6 (+2 eff.) Phys.save +2 (+1 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 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 90.81 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Nature Power 129% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +8 blight On Hit: * 20% chance to disease While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +9 (+2 eff.) Dmg.mod +15% fire Res.pen +5% acid On Hit (Melee): * 11% chance to blind * 15% chance to corrode armour by 30% ----- def ----- Defense +11 (+4 eff.) HP.reg +0.70 Heal.mod +13% ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 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 90.81 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Nature/Master Power 129% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Spell.crit +2% Crit.mult +21.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% lightning On Hit (Melee): * 5% chance to blind ----- def ----- Defense +6 (+2 eff.) Resists +3% blight +6% cold +6% lightning ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 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 67.43 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 134% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +8 darkness On Hit: * Slows global speed by 20% * 20% chance to inflict 15% damage reduction While equipped: dps ---------- Phys.crit +5.0% Spell.crit +2% Crit.mult +11.00% Spell.pwr +9 (+2 eff.) S.pwr/crit +3 Dmg.mod +18% cold ----- def ----- Resists +6% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to blind While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+5 eff.) Dmg.mod +20% physical +6% nature +6% light Res.pen +10% nature ----- def ----- Resists +6% nature +10% physical ---------- misc Mana/turn +0.18 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 142% Range: 1.2x Uses 200% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+7 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +12 darkness While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+2 eff.) Dmg.mod +20% temporal Res.pen +10% temporal Melee Ret 12 temporal On Hit (Melee): * 15% chance to inflict 15% damage reduction * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% temporal Phys.save +8 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +9 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 137% Range: 1.2x Uses 200% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +20% arcane ---------- misc Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 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 T3 staff 2H weapon [Unique] Arcane Power 137% Range: 1.2x Uses 200% Mag Dmg Darkness Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+5 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Spell/Necrotic minions +0.10 Spell/Shades +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Necrosis +0.10 Spell/Advanced necrotic minions It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 137% Range: 1.2x Uses 200% Mag Dmg Fire Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+2 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 144% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +20 (+5 eff.) Dmg.mod +12% darkness +25% physical Res.pen +15% darkness ---------- misc Mana/turn +0.43 Max.mana +30.00 Light +2 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Rare] Arcane Power 144% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +16 lightning On Crit.r2 +28 blight On Hit: * 40% chance to daze at end of turn While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +46% lightning Res.pen +10% lightning +10% blight On Hit (Melee): * 10% chance to disease ---------- misc Mana/turn +0.28 Max.mana +80.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 1H weapon [Rare] Master Power 144% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +20 arcane On Crit.r2 +8 light +12 fire While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% physical Res.pen +28% arcane +10% fire ----- def ----- Resists +9% light +5% arcane ---------- misc 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 144% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +12 acid On Crit.r2 +20 acid On Hit: * 20% chance to corrode armour by 30% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) S.pwr/crit +10 Dmg.mod +12% acid +25% physical +6% lightning On Hit (Melee): * 15% chance to corrode armour by 30% * 15% chance to daze at end of turn ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Rare] Nature Power 144% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% cold On Hit (Melee): * 17% chance to blind ----- def ----- Armour +8 Defense +22 (+7 eff.) Rng.Def +9 (+3 eff.) Resists +9% lightning Blind- +15% Silence- +45% Confus- +15% ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 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 67.43 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Normal] Power 144% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% arcane ---------- misc 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 150% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str +5 Mag +2 Cun dps ---------- Phys.crit +9.0% Spell.crit +9% Crit.mult +14.00% Phys.pwr +15 (+3 eff.) Spell.pwr +24 (+6 eff.) Dmg.mod +30% lightning Res.pen +10% acid Acc +12 (+3 eff.) On Hit (Melee): * 20% chance to blind ----- def ----- Defense +14 (+5 eff.) Resists +3% lightning +9% acid ---------- misc Light +5 Infravis +2 Telepathy Humanoid/Orc Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 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 90.81 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 150% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +8 light On Crit.r2 +4 light +12 temporal While equipped: Stats +5 Mag +6 Wil dps ---------- Phys.crit +13.0% Spell.crit +5% Crit.mult +18.00% Spell.pwr +32 (+8 eff.) S.pwr/crit +9 Dmg.mod +30% lightning ----- def ----- Resists +5% arcane ---------- misc Max.mana +77.00 Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 106.01 to 127.22 lightning damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 150% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 acid While equipped: Stats +2 Wil dps ---------- Phys.crit +7.0% Spell.crit +5% Crit.mult +13.00% Spell.pwr +26 (+6 eff.) Dmg.mod +9% acid +30% blight ----- def ----- Resists +6% acid ---------- misc Mana/turn +0.35 Max.mana +41.00 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 155% Range: 1.2x Uses 130% Mag 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% Crit.mult +40.00% Spell.pwr +24 (+6 eff.) Melee+ 34 fire Dmg.mod +30% blight +18% physical Res.pen +15% mind ----- def ----- Armour +6 Resists +15% light Max.HP +20.00 Blind- +15% Disease- +10% Silence- +10% ---------- misc See.Invis +20 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 150% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 blight On Hit: * 40% chance to disease While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) S.pwr/crit +12 Dmg.mod +18% blight +30% fire Melee Ret 8 mind ----- def ----- Resists +15% mind ---------- 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 150% Range: 1.2x Uses 200% Mag 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 (+10 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 T5 staff 2H weapon [Random Unique] Arcane Power 150% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 nature +8 arcane On Crit.r2 +8 acid While equipped: dps ---------- Spell.crit +5% Crit.mult +40.00% Spell.pwr +25 (+6 eff.) S.pwr/crit +8 Melee+ 35 fire Dmg.mod +30% acid Res.pen +5% acid Melee Ret 12 acid ----- def ----- Resists +15% temporal +15% darkness +12% nature Anom.red +24 Def/telep +31 Res/telep +23% Dur/telep +45% ---------- misc See.Invis +20 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 150% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +15.0% Spell.crit +5% Crit.mult +19.00% Spell.pwr +15 (+4 eff.) Dmg.mod +30% fire Res.pen +15% nature On Hit (Melee): * 16% chance to blind ----- def ----- Armour +10 Defense +23 (+8 eff.) Resists +12% fire Blind- +15% Poison- +15% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +4 Wards +3 fire Talents +5 Ward +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 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 67.43 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 150% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Mag +7 Cun +10 Con dps ---------- Spell.crit +5% Crit.mult +29.00% Spell.pwr +15 (+4 eff.) Dmg.mod +6% lightning +6% arcane +30% blight Res.pen +15% blight +10% arcane +25% light Melee Ret 8 lightning ----- def ----- Resists +6% light +24% lightning ---------- misc Vim/s.crit +8.00 Max.vim +50.00 Max.N.En +47.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Nature Power 150% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +12 arcane On Hit.r1 +8 mind While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% lightning On Hit (Melee): * 20% chance to blind ----- def ----- Defense +25 (+8 eff.) Rng.Def +10 (+3 eff.) Resists +6% acid +6% mind +6% nature Pinning- +40% Knockbk- +15% Def/telep +18 Res/telep +18% Dur/telep +18% ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 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 67.43 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 164% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +4 mind While equipped: dps ---------- Spell.crit +5% Spell.pwr +39 (+10 eff.) Dmg.mod +42% temporal +42% darkness +42% physical +9% arcane +42% light Res.pen +10% arcane +15% mind ----- def ----- Resists +5% arcane ---------- misc Mana/turn +0.38 Light +2 Talents +1 Command Staff Channel mana (increasing mana regeneration by 500% for ten turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Nature Power 150% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 47% chance to cause random gloom While equipped: Stats +7 Con dps ---------- Spell.crit +5% Spell.pwr +25 (+6 eff.) Dmg.mod +30% darkness ----- def ----- Armour +6 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +12% nature +12% fire +9% light +12% temporal Mind.save +18 (+4 eff.) HP.reg +1.60 Heal.mod +30% Def/telep +17 Res/telep +17% Dur/telep +17% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 7.0 staff 2H weapon [Godslayer] Unknown Power 182% Range: 1.2x Uses 180% Mag 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 (+12 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 200 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." |
![]() 3.0 T3 battleaxe 2H weapon [Random Unique] Nature/Disrupt/Master Power 148% Range: 1.5x Uses 120% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +13 temporal +12 nature On Hit: * 40% chance to corrode armour by 30% * Slows global speed by 9% * leeches stamina from the target While equipped: Stats +5 Str dps ---------- Dmg.mod +10% physical Res.pen +10% acid Acc +10 (+2 eff.) Melee Ret 4 mind 9 nature slow ----- def ----- Resists +9% mind ---------- misc Stam/ret +2.00 Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon [Unique] Master Power 190% Range: 1.5x Uses 130% Wil, 50% Mag Dmg Physical 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 T4 battleaxe 2H weapon [Unique] Master Power 185% Range: 1.5x Uses 130% Wil, 50% Mag Dmg Physical 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 T4 battleaxe 2H weapon [Normal] Power 165% Range: 1.5x Uses 120% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Random Unique] Disrupt Power 178% Range: 1.5x Uses 120% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +8 mind +28 nature Against +24% Unnatural On Hit.r1 +8 mind On Crit.r2 +8 nature On Hit: * Slows global speed by 40% * disrupts spell-casting * 25% chance to remove a magical effect While equipped: dps ---------- Dmg.mod +3% mind Melee Ret 4 fire On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +23% acid +24% fire +24% lightning +21% cold Spell.save +20 (+5 eff.) Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 191% Range: 1.5x Uses 120% Wil, 50% Mag Dmg Physical 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 35 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 160.64 fire damage, and flames will be left dealing a further 37.20 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 T5 battleaxe 2H weapon Reqs Str 60 [Unique] Nature/Disrupt Power 193% Range: 1.5x Uses 120% Wil, 50% Mag Dmg Physical 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. |
![]() 5.0 T3 greatmaul 2H weapon [Unique] Arcane Power 167% Range: 1.5x Uses 100% Wil, 90% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.pwr +15 (+4 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. |
![]() 5.0 T3 greatmaul 2H weapon [Unique] Master Power 170% Range: 1.5x Uses 120% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +3.0% Atk.spd 100% On Hit: 15% Sunder Armour 3 While equipped: dps ---------- Acc +20 (+4 eff.) ----- def ----- Pinning- +100% Knockbk- +100% Fearless Cleave: Level 3.0 Pwr.cost 18 out of 18/18. Range melee/personal Travel.spd instantaneous Description: Take a step toward your foes using the momentum to cleave all creatures in a 3 wide arc in front of you for 155% weapon damage. If you failed to move the damage is instead 78%. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
![]() 5.0 T3 greatmaul 2H weapon [Normal] Power 163% Range: 1.5x Uses 120% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Unique] Steamtech Power 191% Range: 1.5x Uses 130% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +17 Crit +20.0% Atk.spd 100% On Crit.r2 +75 physical +75 fire While equipped: Stats +5 Cun +5 Str ---------- misc Talents +1 Rocket Smash The discovery of rockets has proved incredibly dangerous. It is not always clear for whom. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 170% Range: 1.6x Uses 130% Wil, 50% Mag Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Nature/Psionic Power 154% Range: 1.6x Uses 120% Wil, 50% Mag Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 temporal +12 nature +9 darkness Against +7% Living Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 182% Range: 1.6x Uses 120% Wil, 50% Mag Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Master Power 182% Range: 1.6x Uses 120% Wil, 50% Mag Dmg Physical 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 189% Range: 1.6x Uses 115% Wil, 50% Mag, 20% Con Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 51 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 30 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 191% Range: 1.6x Uses 130% Wil, 60% Mag Dmg Physical 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 T5 greatsword 2H weapon [Unique] Steamtech Power 150% Range: 1.6x Uses 120% Wil, 50% Mag Dmg Phys.bleed Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Recurse +3 Rcrse.rdc -67% While equipped: Stats +7 Str +7 Dex +7 Cun ---------- misc Masteries +0.20 Technique/Two-handed assault A brutal weapon of countless blades. |
![]() 3.0 T5 steamsaw 2H weapon [Unique] Steamtech Power 193% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +24 Crit +5.0% Atk.spd 100% Block +180 Uses 1.0 Steam While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +19 Defense +14 (+5 eff.) Fatigue +0% ---------- misc Talents +5 Block Moving builds up a stacking movement speed (caps at 25%) and damage bonus (caps at double). Hitting removes the bonus. "So we were thinking. You know what's better than saws? Really BIG saws. Unfortunately, no one could lift them. So we came up with an innovative new solution: Mount them on a motorized platform, allowing easy transportation and unparalleled cutting power!" |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Psionic Power 131% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +8 Crit +3.0% Atk.spd 100% Phasing +17% On Hit.r1 +5 fire On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: ----- def ----- Armour +6 Resists +9% nature Silence- +5% Stun/Frz- +5% Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Normal] Power 144% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 162% Range: 1.4x Uses 90% Wil, 70% Mag Dmg Physical 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 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Rethread the timeline, dealing 111.63 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 T4 longsword 1H weapon [Unique] Arcane Power 169% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical 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 (+3 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 T4 longsword 1H weapon [Normal] Power 154% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 168% Range: 1.4x Uses 100% Wil, 60% Mag Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+5 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
![]() 3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 170% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+4 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane Power 161% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical 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 64.23 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 30 power out of 40/40 The air seems to freeze around the blade of this sword, draining all heat from the area. It is said the Conclave created this weapon for their warmaster during the dark times of the first allure war. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane/Master/Psionic Power 168% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +17 fire On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +3 Mag dps ---------- Phys.crit +15.0% Crit.mult +28.00% Dmg.mod +9% light Res.pen +15% light Apr +15 On Hit (Melee): * 15% chance to blind ---------- misc Mana/turn +0.12 Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Dex 30 [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 174% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical 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 T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 137% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Phasing +30% On Hit.r1 +8 fire On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +9% mind ---------- misc Max.mana +60.00 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Normal] Power 139% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Unique] Arcane Power 177% Range: 1.2x Uses 100% Wil, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +15 Crit +10.0% Atk.spd 100% HP.leech +5% On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +20% blight On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 The land withers and crumbles wherever this cursed axe rests. |
![]() 3.0 T5 waraxe 1H weapon [Unique] Psionic Power 180% Range: 1.4x Uses 100% Wil, 50% Mag Dmg Phys.bleed 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. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 137% Range: 1.3x Uses 45% Wil, 50% Mag, 45% Cun Dmg Physical 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 Potentially it would go with a sword in the future. Power 144% Range: 1.3x Uses 50% Cun, 100% Mag Dmg Physical Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+2 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Power 146% Range: 1.3x Uses 45% Wil, 55% Cun, 55% Mag Dmg Physical 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] Master Power 144% Range: 1.3x Uses 50% Mag, 100% Cun Dmg Physical 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 (+5 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 T3 dagger 1H weapon [Ego] Arcane/Psionic Power 134% Range: 1.3x Uses 45% Wil, 50% Mag, 45% Cun Dmg Physical Acc+ +0.5% APR / acc Apr +13 Crit +6.0% Atk.spd 100% Phasing +8% Melee+ +4 mind On Hit: * 8% chance to cause random gloom While equipped: Stats +2 Cun +3 Wil Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Power 156% Range: 1.3x Uses 45% Wil, 45% Cun, 50% Mag Dmg Physical 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. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Psionic Power 156% Range: 1.3x Uses 45% Wil, 55% Cun, 50% Mag Dmg Physical 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 T4 dagger 1H weapon Reqs Dex 35 [Random Unique] Master/Psionic Power 145% Range: 1.3x Uses 45% Wil, 45% Cun, 50% Mag Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +12 darkness On Hit: * 40% chance to disease * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +3 Con +2 Mag dps ---------- Dmg.mod +11% physical Res.pen +4% physical Acc +8 (+2 eff.) Apr +6 ----- def ----- Defense +10 (+3 eff.) Disarm- +30% Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Normal] Power 151% Range: 1.3x Uses 45% Wil, 50% Mag, 45% Cun Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Unique] Psionic Power 160% Range: 1.3x Uses 60% Wil, 50% Mag, 40% Cun Dmg Physical Acc+ +0.5% APR / acc Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+3 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 10 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 164% Range: 1.3x Uses 35% Wil, 105% Mag Dmg Physical 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 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 11.69 acid and 12.68 blight damage. If not cleared after five turns it will inflict 71.98 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 162% Range: 1.3x Uses 35% Wil, 50% Mag, 65% Cun Dmg Physical 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 3.0 Pwr.cost 25 out of 40/40. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 4 spots in a radius of 3 around the targeted location. The dark deals 25.44 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 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Arcane/Psionic Power 160% Range: 1.3x Uses 45% Wil, 45% Cun, 50% Mag Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 lightning +8 blight +17 mind +17 cold On Crit.r2 +12 blight +4 temporal On Hit: * 28% chance to cause random gloom * 25% chance for lightning to arc to a second target While equipped: Stats -17 Str +5 Wil +23 Cun dps ---------- On Hit (Melee): * 20% chance to disease ----- def ----- Resists +3% mind Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego] Arcane Power 160% Range: 1.3x Uses 45% Wil, 50% Mag, 45% Cun Dmg Physical Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 acid +6 light Against +10% Undead On Crit: * splashes the target with acid Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 35% 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 (+3 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 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 89% Range: 1.1x Uses 35% 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 (+3 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 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 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 100% Range: 1.1x Uses 40% Wil, 50% Mag, 20% Cun Dmg Lightning Mastery Psiblades Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+2 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature Power 100% Range: 1.1x Uses 35% Wil, 50% Mag, 50% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +8% cold +8% fire +8% physical ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Rage: Level 4.0 Pwr.cost 16 out of 16/16. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Induces a killing rage in one of your summons, increasing all its stats by 13 for 10 turns. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 111% Range: 1.1x Uses 45% Wil, 50% Mag, 22% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+4 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+6 eff.) ---------- misc Max.psi +20.00 Masteries +0.10 Psionic/Focus +0.20 Psionic/Absorption Resonance Field: Level 3.0 Pwr.cost 25 out of 25/25. Range melee/personal Travel.spd instantaneous Is a mind power Description: Activate to create a resonance field that will absorb 50% of all damage you take (264 max absorption). The field will not interfere with Feedback gain. The max absorption value will scale with your Mindpower, and the effect lasts up to ten turns. This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature The natural wyrm seeks an element. Power 113% Range: 1.1x Uses 60% Wil, 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 (+2 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +8% lightning +8% physical +8% fire +8% cold +8% acid ----- def ----- Resists +8% acid +8% physical +8% fire +8% cold +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 4.0 Pwr.cost 30 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 8. Any target caught in the area will take 313.90 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 [Unique] Nature/Psionic/Unknown Power 115% Range: 1.1x Uses 40% Wil, 80% Mag Dmg Darkness Mastery Psiblades Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian and the tentacles strike out with them like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 107% Range: 1.1x Uses 45% Wil, 50% Mag, 25% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Cun +1 Dex dps ---------- Mind.crit +4% Crit.mult +9.00% Mind.pwr +8 (+3 eff.) Dmg.mod +6% mind +5% darkness +6% nature Apr +2 Melee Ret 5 mind 3 darkness ----- def ----- Resists +6% blight +2% physical +6% acid HP.reg +0.20 Disease- +21% 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 60% 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 (+2 eff.) Mind.pwr +16 (+5 eff.) Melee+ 30 dreamforge Dmg.mod +10% physical +10% mind +10% fire Res.pen +10% mind +10% physical Acc +10 (+2 eff.) ----- def ----- Resists +5% physical +5% mind +15% fire ---------- misc Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Level 3.0 Pwr.cost 24 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 25.61 mind damage, 30.82 burning damage, and knocking back your enemies in a radius 4 cone. Empty terrain may be changed (50% chance) for 3 turns into forge walls, which block movement and inflict 2.08 mind and 2.51 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 [Random Unique] Nature/Psionic The natural wyrm seeks an element. Power 114% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +8% nature Melee Ret 7 lightning 9 physical 9 cold 8 acid 10 fire ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +8% lightning +10% physical +6% light +8% blight +8% fire +9% cold +10% acid Heal/summ +30 Disease- +24% Stun/Frz- +10% ---------- misc Hate/kill +4.00 Psi/kill +4.00 Max.hate +4.00 Masteries +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 116.39 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 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/Disrupt Power 124% Range: 1.1x Uses 60% 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 (+5 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 30 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 7, doing 45.86 slime damage for 12 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 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 115% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * reduces mental save While equipped: Stats +3 Cun +7 Wil dps ---------- Mind.crit +7% Mind.pwr +10 (+3 eff.) Dmg.mod +10% mind Res.pen +15% mind ----- def ----- Resists +25% mind Mind.save +24 (+6 eff.) See all other beings around you for 5 turns. Uses 25 power out of 25/25 Activation is instant. A strange aura surrounds this mindstar. You feel a presence, but it is obscured, as if it refuses to be found. |
![]() 3.0 T5 mindstar 1H weapon [Random Unique] Nature This natural frost should be returned to the wyrm. Power 117% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +9% acid +11% cold +4% nature +3% mind Res.pen +5% mind +8% cold Melee Ret 19 ice ----- def ----- Armour +10 Resists +10% blight +19% cold Disease- +23% ---------- misc Equi/ret +2.66 Infravis +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Unique] Nature/Psionic Power 124% Range: 1.1x Uses 60% 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 (+5 eff.) Dmg.mod +20% mind Res.pen +20% mind ----- def ----- Resists +20% mind Confus- +30% Wayist: (Instant) Level 1.0 Pwr.cost 60 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. |
![]() 3.0 T1 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 120% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +10 Melee+ +5 mind On Hit: * 11% chance to cause random gloom Uses 1.0 Steam While equipped: Stats +4 Cun +1 Wil dps ---------- On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +3% light ---------- misc Light +1 Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 124% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +11 On Hit: * 40% chance to corrode armour by 30% Uses 1.0 Steam While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Armour +2 Defense +8 (+3 eff.) Fatigue +4% Resists +5% arcane Die.at -20.00 life Disease- +5% Silence- +10% Disarm- +22% Teleport- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T1 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 122% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +6 Crit +1.5% Atk.spd 100% Block +12 Phasing +15% Uses 1.0 Steam While equipped: dps ---------- Res.pen +5% blight ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +4% Resists +9% nature +12% fire Spell.save +3 (+1 eff.) ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T1 steamsaw 1H weapon [Normal] Steamtech Power 124% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +8 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T1 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 127% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +10 Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +5% physical +11% light +12% darkness Die.at -80.00 life ---------- misc Telepathy Demon/Minor Demon/Major Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T1 steamsaw 1H weapon [Ego+] Psionic/Steamtech Power 124% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +10 On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +5 Flame Bolts +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 127% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +23 On Hit: * Random elemental explosion Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +10% acid +10% temporal +9% fire +9% cold +9% lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +21% fire Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 124% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +24 Melee+ +11 cold Uses 1.0 Steam While equipped: Stats +7 Str +3 Dex dps ---------- Melee Ret 20 mind ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +9% mind Phys.save +12 (+4 eff.) ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 130% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +22 On Hit.r1 +5 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +15% cold ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 133% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +20 Melee+ +8 blight +7 lightning On Crit.r2 +8 blight On Hit: * 7% chance to disease * 25% chance for lightning to arc to a second target Uses 1.0 Steam While equipped: Stats +1 Dex +1 Con dps ---------- Acc +2 (+1 eff.) ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Random Unique] Nature/Master/Psionic/Steamtech Power 127% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +26 Melee+ +22 insidious poison On Hit.r1 +8 acid Uses 1.0 Steam While equipped: Stats +2 Mag ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +6% Resists +11% mind Proj.evade +4% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.04 Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 128% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Atk.spd 100% Block +20 Melee+ +15 light Against +7% Undead On Hit: * 40% chance to inflict 15% damage reduction Uses 1.0 Steam While equipped: Stats +1 Mag +4 Con dps ---------- On Melee Ret: * 20% chance to blind ----- def ----- Armour +3 Defense +4 (+1 eff.) Fatigue +6% Resists +12% light +15% fire ---------- misc Light +1 Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Rare] Nature/Steamtech Power 142% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +47 Melee+ +16 darkness Uses 1.0 Steam While equipped: dps ---------- Melee+ 7 acid Melee Ret 14 acid On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +8% Resists +9% acid Stun/Frz- +15% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Random Unique] Nature/Master/Steamtech Power 147% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +45 Melee+ +46 insidious poison On Hit: * 20% chance to blind Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +9% light ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +6% ---------- misc Telepathy Humanoid/Orc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Rare] Nature/Steamtech Power 134% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +54 Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +9% mind Res.pen +15% mind ----- def ----- Armour +12 Hardiness +6% Defense +6 (+2 eff.) Fatigue +8% Resists +9% mind +16% physical Crit.dmg- 5.00% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Unique] Steamtech Power 150% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +23 Crit +4.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +16 (+5 eff.) Fatigue +8% ---------- misc Talents +2 Block Masteries +0.20 Steamtech/Battlefield management +0.20 Steamtech/Sawmaiming Increases the speed bonus from Saw Wheels by 25%. "Have you ever thought your steamsaws were just too slow? Well, have I got the thing for you..." |
![]() 3.0 T3 steamsaw 1H weapon [Rare] Master/Steamtech Power 139% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +44 On Hit: * 40% chance to corrode armour by 30% Uses 1.0 Steam While equipped: dps ---------- Res.pen +20% acid +15% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +18% acid +21% cold +12% nature ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Normal] Steamtech Power 137% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Random Unique] Arcane/Nature/Master/Steamtech Power 139% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +44 Melee+ +9 lightning +4 physical On Crit.r2 +8 ice On Hit: * 25% chance for lightning to arc to a second target Uses 1.0 Steam While equipped: dps ---------- Res.pen +8% cold Acc +9 (+2 eff.) ----- def ----- Armour +11 Defense +13 (+4 eff.) Fatigue +8% Spell.save +3 (+1 eff.) Mind.save +30 (+7 eff.) Disarm- +28% Pinning- +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 steamsaw 1H weapon [Rare] Psionic/Steamtech Power 138% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +46 On Hit: * 25% chance to put talents on cooldown Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +6% nature +12% fire Disarm- +30% Pinning- +30% Stun/Frz- +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 154% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +64 Melee+ +17 acid On Crit: * splashes the target with acid Uses 1.0 Steam While equipped: Stats +4 Str +3 Dex +2 Mag +5 Con dps ---------- Dmg.mod +6% acid +13% physical Acc +11 (+2 eff.) On Melee Ret: * 18% chance to corrode armour by 30% ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +25% acid ---------- misc Stam/ret +2.10 Telepathy Dragon Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Rare] Master/Steamtech Power 165% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +77 On Hit: * 40% chance to inflict 15% damage reduction Uses 1.0 Steam While equipped: Stats +3 Str +4 Con ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +4% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 154% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +79 On Hit: * Random elemental explosion Uses 1.0 Steam While equipped: Stats +4 Dex +2 Con dps ---------- Res.pen +15% acid +10% physical +10% blight +15% fire +15% cold +15% lightning Acc +4 (+1 eff.) ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +12% light +12% blight Phys.save +15 (+5 eff.) Disarm- +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Rare] Nature/Steamtech Power 153% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +68 Phasing +50% Uses 1.0 Steam While equipped: Stats +5 Mag dps ---------- Crit.mult +10.00% Melee+ 9 cold Res.pen +20% mind Melee Ret 18 ice ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +12% mind +21% darkness Def/telep +16 Res/telep +16% Dur/telep +16% ---------- misc Max.mana +40.00 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Arcane/Master/Psionic/Steamtech Power 151% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +66 Melee+ +11 darkness +13 cold Against +7% Living On Hit.r1 +4 acid Uses 1.0 Steam While equipped: dps ---------- Res.pen +25% acid Melee Ret 8 fire ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +28% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Rare] Master/Steamtech Power 148% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +66 Uses 1.0 Steam While equipped: Stats +3 Dex +8 Con dps ---------- Phys.pwr +13 (+2 eff.) Res.pen +25% acid +12% physical ----- def ----- Armour +5 Defense +18 (+6 eff.) Rng.Def +10 (+3 eff.) Fatigue +10% Resists +15% acid +5% arcane +9% nature Phys.save +12 (+4 eff.) Disarm- +28% Stun/Frz- +15% ---------- misc See.Invis +9 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 155% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +76 Melee+ +16 lightning On Hit: * 25% chance for lightning to arc to a second target Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +21% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 150% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +66 Melee+ +21 blight +13 lightning On Hit: * 13% chance to disease * 25% chance for lightning to arc to a second target Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Normal] Steamtech Power 151% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +66 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 162% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +66 Uses 1.0 Steam While equipped: Stats +3 Str dps ---------- Phys.crit +5.0% Dmg.mod +15% temporal Melee Ret 18 temporal ----- def ----- Armour +11 Defense +8 (+3 eff.) Fatigue +10% Resists +18% temporal Phys.save +9 (+3 eff.) Heal/summ +30 ---------- misc Talents +2 Block Time Shield: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (383) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 48%. The shield's max absorption will increase with your Spellpower. Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Rare] Master/Steamtech Power 152% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +65 On Hit: * 45% chance to corrode armour by 30% Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +9% acid Acc +13 (+3 eff.) Melee Ret 8 acid ----- def ----- Armour +5 Defense +27 (+9 eff.) Rng.Def +6 (+2 eff.) Fatigue +10% Resists +6% blight +16% temporal Blind- +10% Disarm- +54% Stun/Frz- +10% Knockbk- +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 155% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +66 On Hit: * Random elemental explosion Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +3% mind Res.pen +14% acid +9% fire +7% lightning +10% cold ----- def ----- Armour +13 Defense +8 (+3 eff.) Fatigue +10% Resists +12% mind +23% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Rare] Disrupt/Steamtech Power 151% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +74 Against +25% Unnatural On Hit.r1 +12 lightning On Hit: * Slows global speed by 40% * disrupts spell-casting Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +15% nature +27% mind Melee Ret 12 nature ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +15% lightning ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 151% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +76 On Hit: * 40% chance to cause random gloom Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +6% acid ----- def ----- Armour +13 Defense +8 (+3 eff.) Fatigue +10% Resists +6% acid +4% physical +24% light +18% darkness Phys.save +6 (+2 eff.) Spell.save +30 (+7 eff.) Blind- +10% Poison- +10% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Random Unique] Arcane/Steamtech Power 150% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +72 Uses 1.0 Steam While equipped: Stats +3 Str +4 Dex +4 Wil dps ---------- Crit.mult +5.00% Melee Ret 17 fire On Melee Ret: * 15% chance to daze at end of turn ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +14% lightning +14% fire Mind.save +30 (+7 eff.) ---------- misc Max.hate +8.00 Max.psi +20.00 Wards +4 lightning +4 temporal +3 blight +2 fire +4 cold Talents +1 Ward +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T4 steamsaw 1H weapon [Rare] Nature/Steamtech Power 150% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +75 Uses 1.0 Steam While equipped: Stats +7 Wil dps ---------- Spell.crit +2% Melee+ 9 lightning Dmg.mod +9% nature Res.pen +25% nature Melee Ret 26 lightning ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Spell.save +15 (+4 eff.) ---------- misc Vim/s.crit +4.00 Max.mana +60.00 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Steamtech Power 162% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +92 Melee+ +20 lightning On Hit: * 25% chance for lightning to arc to a second target Uses 1.0 Steam While equipped: Stats +4 Str +12 Dex +2 Con dps ---------- Dmg.mod +6% acid On Melee Ret: * 20% chance to daze at end of turn ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +29% lightning +15% light +15% darkness ---------- misc Talents +3 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Rare] Nature/Steamtech Power 161% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +106 Uses 1.0 Steam While equipped: Stats +4 Con dps ---------- Crit.mult +10.00% Melee+ 8 acid Res.pen +10% mind +20% physical Melee Ret 30 acid ----- def ----- Armour +12 Defense +10 (+3 eff.) Fatigue +12% Phys.save +33 (+11 eff.) ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Rare] Disrupt/Steamtech Power 163% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +96 On Hit: * Slows global speed by 60% Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +21% fire +6% cold +5% arcane +9% darkness Spell.save +35 (+9 eff.) ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Psionic/Steamtech Power 163% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +100 Melee+ +25 mind On Hit.r1 +4 nature On Crit.r2 +4 nature On Hit: * 19% chance to inflict 15% damage reduction * 40% chance to corrode armour by 30% * 35% chance to cause random gloom * 20% chance to curse the target On Crit: * cripple the target Uses 1.0 Steam While equipped: Stats +5 Cun +7 Wil dps ---------- Phys.crit +12.0% Dmg.mod +6% nature On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +6% nature ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 160% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +100 On Crit: * wounds the target for 7 turns: 19 bleeding, 64% reduced healing Uses 1.0 Steam While equipped: Stats +4 Str +3 Mag +7 Con dps ---------- Phys.crit +11.0% Phys.pwr +13 (+2 eff.) Melee Ret 8 acid 38 fire On Hit (Melee): * 30% chance to corrode armour by 30% On Melee Ret: * 28% chance to blind ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +3% acid +18% fire +18% light ---------- misc Max.vim +50.00 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Arcane/Nature/Master/Steamtech Power 176% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +114 On Crit.r2 +27 ice Uses 1.0 Steam While equipped: Stats +5 Mag +2 Cun +7 Con dps ---------- Dmg.mod +6% acid Res.pen +10% acid +15% cold Melee Ret 8 darkness On Melee Ret: * 27% chance to blind ----- def ----- Armour +21 Defense +10 (+3 eff.) Fatigue +12% Resists +20% light Mind.save +30 (+7 eff.) ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Rare] Master/Steamtech Power 160% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +102 On Hit.r1 +16 darkness Uses 1.0 Steam While equipped: Stats +2 Str dps ---------- Dmg.mod +9% darkness Melee Ret 12 acid On Hit (Melee): * 35% chance to corrode armour by 30% ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +30% lightning +9% acid ---------- misc Stam/turn +0.80 Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego] Arcane/Nature/Steamtech Power 161% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +90 Melee+ +20 lightning +11 temporal +12 nature On Hit: * 25% chance for lightning to arc to a second target Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego] Arcane/Steamtech Power 161% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +102 Melee+ +13 blight +13 cold On Hit: * 17% chance to disease Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego++] Arcane/Master/Steamtech Power 163% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +92 On Crit: * wounds the target for 7 turns: 19 bleeding, 64% reduced healing Uses 1.0 Steam While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +10 (+2 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +9% light +7% darkness ---------- misc Talents +5 Flame Bolts +3 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego+] Master/Steamtech Power 163% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +104 Uses 1.0 Steam While equipped: Stats +7 Con ----- def ----- Armour +16 Defense +10 (+3 eff.) Fatigue +12% Phys.save +12 (+4 eff.) ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 162% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +104 Melee+ +18 blight On Hit: 10% Epidemic 5 On Hit: * 15% chance to disease Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Disease- +27% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Normal] Steamtech Power 162% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +94 Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Random Unique] Nature/Master/Psionic/Steamtech Power 176% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +108 Melee+ +21 insidious poison On Crit.r2 +8 mind Uses 1.0 Steam While equipped: dps ---------- Melee Ret 8 blight ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +16% mind ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Rare] Arcane/Steamtech Power 164% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +92 On Hit.r1 +12 fire On Hit: * 48% chance to disease Uses 1.0 Steam While equipped: Stats +8 Mag +2 Wil +2 Cun +7 Con dps ---------- Dmg.mod +9% blight Melee Ret 24 blight 16 fire On Hit (Melee): * 24% chance to disease On Melee Ret: * 40% chance to blind ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% Resists +20% light ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon [Ego++] Nature/Steamtech Power 161% Range: 1.5x Uses 100% Wil, 50% Mag Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +91 Uses 1.0 Steam While equipped: Stats +6 Wil dps ---------- Melee Ret 20 ice ----- def ----- Armour +21 Hardiness +10% Defense +10 (+3 eff.) Fatigue +12% Resists +20% physical +20% cold ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T1 whip 1H weapon [Unique] Arcane Power 132% Range: 1.1x Uses 50% Mag, 100% Cun Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 27.52 to 82.57 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() 4.0 T3 longbow 2H weapon [Unique] Arcane Power 102% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
![]() 4.0 T4 longbow 2H weapon Reqs Dex 35 [Random Unique] Arcane/Master Power 102% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Ranged+ +20 cold While equipped: dps ---------- Dmg.mod +47% physical +23% cold Res.pen +10% light +41% physical Apr +2 ----- def ----- HP.reg +0.60 ---------- misc Stam/turn +0.20 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon Reqs Dex 35 [Random Unique] Arcane Power 102% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Ranged+ +21 lightning While equipped: dps ---------- Dmg.mod +18% lightning +21% temporal +18% physical Res.pen +17% temporal +41% physical Phasing +38% ----- def ----- Resists +9% lightning +3% fire +3% physical Mind.save +3 (+0 eff.) ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T4 longbow 2H weapon Reqs Dex 35 [Random Unique] Disrupt/Master Power 102% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Ranged+ +32 nature On Hit.r1 +8 lightning On Crit: * silences the target While equipped: dps ---------- Phys.crit +20.0% Dmg.mod +30% physical Res.pen +30% physical +15% nature +15% fire Acc +20 (+4 eff.) ----- def ----- Resists +6% lightning Blind- +5% Disease- +5% Cut- +5% Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 30 [Unique] Arcane Power 102% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 143% Range +10 While equipped: Stats +5 Dex +7 Mag dps ---------- Spell.pwr +20 (+5 eff.) Mov.spd +10% Ranged+ 75 lightning Dmg.mod +20% lightning ----- def ----- Rng.Def +15 (+5 eff.) Resists +20% lightning ---------- misc Masteries +0.10 Spell/Storm +0.20 Spell/Air Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 [Normal] Power 102% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% crit / acc Atk.spd 125% Range +10 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 steamgun 1H weapon [Unique] Steamtech Power 102% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Dmg.mult 100% Range +5 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Ranged+ 10 fire burn "Have you ever looked at some guys and thought 'you know, I really wish they were on fire right now', but you didn't feel like walking all the way over there? Well, there's now a better way!" |
![]() 4.0 T1 steamgun 1H weapon [Unique] Steamtech Power 102% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +4 Atk.spd 100% Dmg.mult 50% Range +4 Proj.spd +600% Ranged+ +5 physical Recurse +2 Uses 3.0 Steam This gun seems to be some experiment in firing multiple shots simultaneously. The design is somewhat rudimentary, but it seems to work. |
![]() 4.0 T3 steamgun 1H weapon [Normal] Steamtech Power 102% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T4 steamgun 1H weapon Reqs Dex 30 [Unique] Steamtech Power 102% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Dmg.mult 120% Range +7 Proj.spd +600% On Hit: * Release a burst of shrapnel, dealing physical damage equal to your steampower in a cone from the target of radius 4. Uses 2.0 Steam "Have you ever fired a shot into a group of monsters and thought 'there must be a better way?' Well now, there is!" |
![]() 4.0 T5 steamgun 1H weapon Reqs Dex 48 [Random Unique] Arcane/Steamtech Power 102% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +25 draining blight Dmg.conv 50% temporal On Hit: 10% Arcane Vortex 3 On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: Stats +7 Mag dps ---------- Spell.crit +3% Spell.pwr +15 (+4 eff.) Dmg.mod +22% blight +15% arcane +3% darkness Res.pen +15% arcane ----- def ----- Resists +9% darkness ---------- misc Vim/s.crit +2.00 Max.vim +30.00 See.Invis +3 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 4.0 T5 steamgun 1H weapon Reqs Dex 48 [Random Unique] Nature/Master/Steamtech Power 102% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +28 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +29 fire Uses 2.0 Steam While equipped: dps ---------- Phys.crit +13.0% All.spd +5% Dmg.mod +3% lightning +22% physical Res.pen +10% lightning +20% physical +13% fire Acc +13 (+3 eff.) ----- def ----- Resists +9% lightning +12% cold +9% mind Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 arrow ammo [Random Unique] Disrupt Power 154% Range: 1.4x Uses 50% Wil, 70% Cun, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 21 Ranged+ +20 manaburn arcane +12 darkness Against +29% Unnatural On Hit: * Slows global speed by 51% * 40 arcane resource burn * disrupts spell-casting On Crit: * burns latent spell energy Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Random Unique] Master/Psionic Power 152% Range: 1.4x Uses 50% Wil, 70% Cun, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +10 Crit +14.0% Capacity 24 Ranged+ +8 temporal +17 darkness Against +8% Living On Hit.r1 +8 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 25% chance to put talents on cooldown On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Unique] Arcane Power 155% Range: 1.4x Uses 50% Wil, 50% Mag, 70% Cun 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 190% Range: 1.4x Uses 70% Wil, 50% Mag, 50% Cun 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 T5 arrow ammo Reqs Dex 48 [Random Unique] Arcane/Psionic Power 188% Range: 1.4x Uses 50% Wil, 70% Cun, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +48 Crit +4.0% Capacity 46 Rld cld 1 Ranged+ +27 cold On Crit.r2 +8 blight On Hit: 20% Netherblast 5 On Hit: * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Random Unique] Nature/Master Power 176% Range: 1.4x Uses 50% Wil, 70% Cun, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Acc +20 Apr +18 Crit +3.0% Capacity 22 Ranged+ +4 lightning +14 temporal +41 cold +17 nature On Hit.r1 +4 lightning On Crit.r2 +4 lightning +18 cold On Hit: * 40% chance to daze at end of turn Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 184% Range: 1.4x Uses 70% Wil, 50% Mag, 50% Cun 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 Reqs Dex 32 [Unique] Arcane Power 167% Range: 1.4x Uses 50% Wil, 60% Mag, 70% Cun 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 T1 shot ammo [Rare] Nature Power 128% Range: 1.2x Uses 50% Mag, 120% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 16 Proj.spd +200% On Hit.r1 +8 fire On Crit.r2 +4 fire On Hit: * 40 arcane resource burn * 10% chance to create an air burst Shots are used with slings to pummel your foes to death. |
![]() 3.0 T2 shot ammo [Rare] Power 137% Range: 1.2x Uses 50% Mag, 120% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 14 Ranged+ +9 physical +7 temporal +8 light On Crit.r2 +20 light On Hit: * 40% chance to blind * 10% chance to stun, blind, pin, or confuse the target Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Rare] Nature Power 148% Range: 1.2x Uses 50% Mag, 120% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 18 Ranged+ +19 insidious poison +8 lightning +8 acid On Hit.r1 +28 acid On Crit.r2 +4 lightning +4 acid On Hit: * 40% chance to daze at end of turn * 40% chance to corrode armour by 30% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Unique] Nature/Psionic Power 132% Range: 1.2x Uses 50% Mag, 120% Cun Dmg Mind Acc+ +0.1% dam / acc Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
![]() 3.0 T4 shot ammo [Unique] Arcane Power 152% Range: 1.2x Uses 50% Mag, 120% Cun Dmg Ice Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Rare] Master Power 168% Range: 1.2x Uses 50% Mag, 120% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 23 Ranged+ +36 darkness +24 nature +14 bleed On Hit.r1 +12 nature On Crit.r2 +20 darkness On Hit: * Slows global speed by 49% * 49% chance to inflict 15% damage reduction On Crit: * wounds the target for 7 turns: 17 bleeding, 61% reduced healing Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Unique] Psionic Power 160% Range: 1.2x Uses 10% Wil, 50% Mag, 120% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
![]() 3.0 T4 shot ammo [Unique] Nature/Steamtech Power 139% Range: 1.2x Uses 50% Mag, 120% Cun Dmg Nature Acc+ +0.1% dam / acc Apr +8 Crit +2.0% Capacity 20 On Crit: * bursts into an cloud of spydric poison, pinning those inside (with a 10 turn cooldown) Ready to trigger! A dedicated technician seems to have built pockets of spider venom into these rounds. It's not clear how happy the spiders were about this. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Rare] Master Power 177% Range: 1.2x Uses 50% Mag, 120% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 18 Ranged+ +20 nature +17 bleed On Hit.r1 +8 acid +12 fire On Crit.r2 +12 nature +12 fire On Hit: * Slows global speed by 20% * 45% chance to corrode armour by 30% On Crit: * wounds the target for 7 turns: 17 bleeding, 61% reduced healing Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Rare] Master Power 173% Range: 1.2x Uses 50% Mag, 120% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 23 Ranged+ +16 acid +20 bleed +16 nature On Hit.r1 +28 blight On Crit.r2 +8 acid On Hit: * 47% chance to cause random gloom * 47% chance to corrode armour by 30% On Crit: * wounds the target for 7 turns: 17 bleeding, 61% reduced healing Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Unique] Arcane/Steamtech Power 156% Range: 1.2x Uses 50% Mag, 120% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +8 Crit +2.0% Capacity 16 On Hit: * a bolt of lightning strikes your target, dealing lightning damage to them and fire damage to those around them. Through a combination of magic and airborne probes, these shots incite powerful bolts of lightning to strike your target from above, frying them and those around them! |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Rare] Arcane Power 176% Range: 1.2x Uses 50% Mag, 120% Cun Dmg Acid Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 20 Ranged+ +28 lightning On Crit.r2 +12 lightning +20 acid On Hit: * 45% chance to inflict 15% damage reduction * 45% chance to daze at end of turn * 25% chance for lightning to arc to a second target Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor [Random Unique] Arcane/Master While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% Phys.pwr +6 (+1 eff.) Dmg.mod +12% blight Melee Ret 11 fire ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +8% Resists +16% cold +13% fire ---------- misc Talents +2 Block Handheld deflection devices. |
![]() 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 T3 shield armor [Unique] Master While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+7 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 7.0 T4 shield armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +8 (+2 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 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 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 T4 shield armor [Rare] Master While equipped: dps ---------- Dmg.mod +30% lightning Res.pen +20% arcane Melee Ret 16 arcane ----- def ----- Armour +2 Defense +10 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% Resists +5% arcane +18% physical ---------- misc Talents +4 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor [Ego+] Arcane While equipped: dps ---------- Melee Ret 16 temporal ----- def ----- Armour +2 Defense +10 (+3 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% Resists +18% temporal ---------- misc Talents +4 Block Time Shield: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (342) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 7.0 T5 shield armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% temporal +15% fire Res.pen +10% temporal ----- def ----- Armour +15 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +5% arcane +18% fire ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +4 Wil +4 Con dps ---------- Phys.crit +6.0% Phys.pwr +10 (+2 eff.) ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +20% physical +15% light +11% darkness ---------- misc Talents +5 Block On block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers Handheld deflection devices. |
![]() 7.0 T5 shield armor [Random Unique] Nature While equipped: Stats +3 Wil dps ---------- Melee+ 11 fire Dmg.mod +3% blight Melee Ret 10 ice 27 fire ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +12% lightning +2% physical +3% fire +10% cold Crit.dmg- 5.00% Spell.save +30 (+7 eff.) ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex +1 Mag -19 Wil +19 Con dps ---------- Phys.crit +5.0% Phys.pwr +9 (+2 eff.) S.pwr/crit +6 On Melee Ret: * 20% chance to daze at end of turn ----- def ----- Armour +3 Defense +12 (+4 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +20% lightning +16% light +14% darkness Spell.save +30 (+7 eff.) ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 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 (+3 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 +15% darkness +10% fire +12% mind +20% light 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 64.49 to 80.61 light damage (based on Willpower and Cunning). Uses 12 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 ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+4 eff.) Rng.Def +15 (+5 eff.) Fatigue +28% ---------- 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] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 8 fire Melee Ret 13 fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Defense +22 (+7 eff.) Rng.Def +12 (+4 eff.) Fatigue +14% Resists +25% lightning +9% temporal +6% light +6% blight Proj.evade +9% ---------- misc Talents +5 Block Handheld deflection devices. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +18% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +11% fire ----- def ----- Resists +16% fire Mind.save +17 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+0 eff.) ----- def ----- Spell.save +18 (+4 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Str +5 Mag +5 Wil +2 Cun dps ---------- Crit.mult +12.00% Dmg.mod +7% lightning +20% cold +3% nature +6% physical Res.pen +25% nature Melee Ret 12 fire ----- def ----- Resists +6% lightning +23% cold ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +8 (+3 eff.) Resists +20% fire -10% cold This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+3 eff.) Resists +10% fire +10% cold Spell.save +18 (+4 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 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+6 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+3 eff.) Resists +10% temporal +10% physical Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+5 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 [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +30 (+8 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. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Defense +10 (+3 eff.) Fatigue +2% Poison- +30% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 18 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 54.06 to 162.19 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T2 light armor [Random Unique] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +15% light Melee Ret 12 physical On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +17% acid +18% lightning A suit of armour made of leather. |
![]() 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+3 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+4 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 9.0 T2 light armor [Random Unique] Nature/Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +3% mind Melee Ret 5 light ----- def ----- Armour +8 Defense +9 (+3 eff.) Fatigue +7% Resists +12% blight +10% darkness +9% lightning Mind.save +12 (+3 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.80 Max.psi +20.00 Light +1 A suit of armour made of leather. |
![]() 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 59.06 physical damage, inflicting bleeding for another 29.53 damage over 5 turns. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into an armour. |
![]() 9.0 T3 light armor [Rare] Master While equipped: Stats +6 Str dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +13% darkness +10% physical Phys.save +6 (+2 eff.) Max.HP +40.00 ---------- misc Stam/turn +0.40 Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T3 light armor [Unique] Steamtech While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Phys.save +15 (+5 eff.) ---------- misc Talents +1 Medical Urgency Vest This light leather armour features a special medical injector. |
![]() 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 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 +1 Cun +7 Con dps ---------- Mind.crit +3% Melee Ret 12 physical ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% ---------- misc Infravis +3 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Dex dps ---------- Mov.spd +20% Res.pen +15% acid Melee Ret 4 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +6 Defense +9 (+3 eff.) Rng.Def +7 (+2 eff.) Fatigue +8% Resists +19% temporal Max.HP +44.00 HP.reg +4.80 Heal.mod +15% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Mind.pwr +6 (+2 eff.) Apr +14 ----- def ----- Armour +6 Defense +8 (+3 eff.) Fatigue +8% Resists +12% acid +14% physical +13% cold +9% lightning +13% fire ---------- misc Stam/turn +0.80 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 202 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 9.0 T4 light armor [Rare] Nature While equipped: Stats +12 Dex dps ---------- Mind.pwr +13 (+4 eff.) Dmg.mod +9% acid +18% mind Res.pen +10% acid +10% mind ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +26% acid +17% physical +17% lightning +17% fire +6% mind +17% cold A suit of armour made of leather. |
![]() 9.0 T4 light armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +6 Mag +7 Wil dps ---------- Phys.crit +6.0% Spell.crit +8% Mind.crit +8% Phys.pwr +18 (+3 eff.) Spell.pwr +17 (+4 eff.) Mind.pwr +15 (+4 eff.) Melee+ 15 acid 16 fire Dmg.mod +6% arcane Melee Ret 12 acid 15 fire 4 arcane ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +16% lightning +16% fire +12% mind +46% acid A suit of armour made of leather. |
![]() 9.0 T4 light armor [Rare] Master While equipped: dps ---------- Melee Ret 16 physical ----- def ----- Armour +15 Defense +4 (+1 eff.) Fatigue +8% Resists +12% acid +15% darkness Mind.save +30 (+7 eff.) Silence- +25% Disarm- +15% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Random Unique] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.crit +6.0% Crit.mult +18.00% Phys.pwr +9 (+2 eff.) Apr +2 ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +27% acid +12% fire +9% mind +5% arcane Phys.save +6 (+2 eff.) Mind.save +21 (+5 eff.) Die.at -60.00 life Heal.mod +20% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+3 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 T5 light armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Melee+ 9 fire Ranged+ 9 fire Dmg.mod +9% acid +12% light Melee Ret 12 acid ----- def ----- Armour +21 Defense +5 (+2 eff.) Fatigue +8% Resists +12% acid +27% physical +9% arcane +23% fire Spell.save +22 (+5 eff.) ---------- misc Light +3 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +4 Dex dps ---------- Mind.pwr +13 (+4 eff.) Mov.spd +20% Melee+ 8 fire Ranged+ 7 fire Dmg.mod +9% fire Res.pen +5% nature Melee Ret 12 fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +20 Defense +18 (+6 eff.) Rng.Def +10 (+3 eff.) Fatigue +8% Resists +11% acid +30% physical +20% lightning +39% fire +6% nature +20% cold A suit of armour made of leather. |
![]() 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 (+4 eff.) Spell.save +10 (+2 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: 0 Blood Grasp: Level 5.0 Pwr.cost 12 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 216.90 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 [Random Unique] Arcane/Master While equipped: Stats +7 Str +9 Mag +8 Wil dps ---------- Phys.crit +18.0% Spell.crit +9% Mind.crit +10% Phys.pwr +20 (+3 eff.) Spell.pwr +19 (+5 eff.) Mind.pwr +23 (+7 eff.) Dmg.mod +12% lightning Res.pen +10% lightning Apr +20 ----- def ----- Armour +8 Defense +19 (+6 eff.) Fatigue +8% Resists +64% lightning ---------- misc Stam/turn +1.50 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 202 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 9.0 T5 light armor [Rare] Nature While equipped: Stats +9 Dex +5 Mag +6 Wil dps ---------- Melee Ret 14 light ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Resists +25% blight +30% darkness +12% light Spell.save +30 (+7 eff.) Blind- +15% Cut- +15% Def/telep +18 Res/telep +18% Dur/telep +18% ---------- misc Light +2 A suit of armour made of leather. |
![]() 9.0 T5 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +21% mind Res.pen +20% mind ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Resists +16% mind +30% cold A suit of armour made of leather. |
![]() 14.0 T2 heavy armor [Rare] Master While equipped: dps ---------- Dmg.mod +24% fire Res.pen +20% fire Melee Ret 14 physical ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +18% darkness +15% fire A suit of armour made of mail. |
![]() 14.0 T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +0.50 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Bloodcasting: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range 10 Travel.spd instantaneous Is a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
![]() 14.0 T2 heavy armor [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Max.HP +30.00 A suit of armour made of mail. |
![]() 14.0 T2 heavy armor [Rare] Arcane While equipped: Stats +7 Str +7 Dex +5 Mag +5 Wil dps ---------- Phys.crit +5.0% Spell.crit +6% Mind.crit +4% Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) Mind.pwr +14 (+4 eff.) Res.pen +25% acid ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +10% Resists +14% lightning +9% acid A suit of armour made of mail. |
![]() 14.0 T3 heavy armor [Rare] Master While equipped: Stats +2 Mag +3 Wil dps ---------- S.pwr/crit +10 Res.pen +20% blight Phasing +40% ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +24% lightning ---------- misc Mana/s.crit +2.00 Max.vim +40.00 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor [Rare] Arcane While equipped: Stats +8 Str +7 Mag +7 Wil dps ---------- Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Phys.pwr +19 (+3 eff.) Spell.pwr +19 (+5 eff.) Mind.pwr +19 (+6 eff.) ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +16% Resists +16% lightning +2% physical +9% fire +9% cold +5% arcane +15% mind Spell.save +6 (+1 eff.) Disease- +20% A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Cun +7 Wil dps ---------- On Melee Ret: * 38% chance to disease * 50% chance to inflict 15% damage reduction ----- def ----- Armour +15 Defense +5 (+2 eff.) Fatigue +16% Resists +38% acid +24% cold Crit.dmg- 15.00% Phys.save +20 (+7 eff.) Mind.save +49 (+12 eff.) Die.at -60.00 life Blind- +10% Silence- +5% ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +2 Con dps ---------- Dmg.mod +15% physical Res.pen +25% mind ----- def ----- Armour +16 Defense +11 (+4 eff.) Fatigue +16% Resists +5% mind +18% cold Mind.save +37 (+9 eff.) ---------- misc Stam/turn +0.20 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 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 37.94 fire damage in a radius of 3 each turn for 7 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 [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% nature +18% temporal Res.pen +25% nature +10% temporal On Hit (Melee): * 38% chance to blind ----- def ----- Armour +16 Defense +5 (+2 eff.) Fatigue +16% Resists +49% acid +30% fire +14% cold Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Breathe water A suit of armour made of mail. |
![]() 17.0 T1 massive armor [Rare] Psionic While equipped: dps ---------- Melee Ret 8 darkness ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +24% lightning +6% mind +3% darkness Mind.save +11 (+2 eff.) A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Rare] Nature While equipped: Stats +3 Con +4 Wil dps ---------- Dmg.mod +27% lightning Melee Ret 10 light On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Resists +22% blight +22% darkness Crit.dmg- 15.00% Spell.save +6 (+1 eff.) ---------- misc Light +4 A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Rare] Arcane While equipped: Stats +8 Str +6 Mag +7 Wil dps ---------- Phys.crit +8.0% Spell.crit +8% Mind.crit +8% Phys.pwr +19 (+3 eff.) Spell.pwr +16 (+4 eff.) Mind.pwr +16 (+5 eff.) Dmg.mod +6% nature +24% light +9% arcane Res.pen +10% nature On Hit (Melee): * 30% chance to blind ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% Resists +16% lightning +6% light ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +16 Defense +5 (+2 eff.) Fatigue +24% Resists +21% temporal A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Rare] Psionic While equipped: dps ---------- Melee Ret 8 lightning On Hit (Melee): * 35% chance to daze at end of turn ----- def ----- Armour +29 Defense +7 (+2 eff.) Fatigue +26% Resists +6% acid +9% mind +15% nature Mind.save +19 (+4 eff.) Poison- +10% Silence- +10% Confus- +10% A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness +9% blight Res.pen +20% blight ----- def ----- Armour +13 Defense +18 (+6 eff.) Rng.Def +11 (+4 eff.) Fatigue +26% Resists +12% lightning +27% fire Phys.save +12 (+4 eff.) Spell.save +37 (+9 eff.) Mind.save +12 (+3 eff.) Blind- +20% Confus- +40% A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Crit.mult +10.00% Spell.pwr +2 (+0 eff.) Dmg.mod +6% blight +3% arcane Melee Ret 4 fire 12 light 4 arcane ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +26% Resists +26% blight +9% physical +16% darkness +27% acid Phys.save +22 (+8 eff.) ---------- misc Mana/turn +0.12 Light +2 A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+15 eff.) Knockbk- +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 25 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() 17.0 T4 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Mag +4 Wil +2 Cun +2 Con ----- def ----- Armour +16 Defense +7 (+2 eff.) Fatigue +26% Resists +9% acid +5% cold +8% mind +21% lightning Mind.save +14 (+3 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Rare] Master While equipped: ----- def ----- Armour +28 Defense +7 (+2 eff.) Fatigue +26% Resists +12% mind +12% temporal Crit.dmg- 15.00% Cut- +10% Disarm- +20% Confus- +15% A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Str 60 [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +9% acid Melee Ret 8 blight On Hit (Melee): * 20% chance to disease ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +26% Resists +25% lightning +6% acid +3% blight Mind.save +18 (+4 eff.) HP.reg +6.40 ---------- misc Stam/turn +1.60 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Str 60 [Random Unique] Nature/Master While equipped: Stats +13 Str +12 Con dps ---------- Dmg.mod +9% mind +9% temporal Res.pen +10% mind ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +26% Resists +14% acid +10% physical +9% temporal +42% fire +15% lightning +14% cold Max.HP +88.00 Disarm- +39% Stun/Frz- +40% Knockbk- +31% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Str 60 [Random Unique] Master/Psionic While equipped: Stats +5 Mag +8 Wil +9 Cun dps ---------- Acc +8 (+2 eff.) Melee Ret 16 physical ----- def ----- Armour +26 Defense +9 (+3 eff.) Fatigue +17% Resists +10% mind Phys.save +26 (+9 eff.) Mind.save +49 (+12 eff.) Heal.mod +15% ---------- misc Infravis +2 A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+3 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 (+5 eff.) Mind.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 15 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 4 turns and vulnerable to attacks. They will lose 14 Armour, 21 Defense and your attacks will gain 44% 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 Reqs Str 60 [Random Unique] Nature/Disrupt While equipped: Stats +3 Con dps ---------- Phys.crit +2.0% ----- def ----- Armour +23 Defense +9 (+3 eff.) Fatigue +26% Resists +15% acid +20% blight +14% cold +22% nature +5% arcane Phys.save +20 (+7 eff.) Max.HP +77.00 HP.reg +3.20 Heal.mod +23% ---------- misc Breathe water 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 (+2 eff.) ----- def ----- Armour +35 Defense +25 (+8 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+5 eff.) Spell.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression ShadowPwr +10 Grants physical power equal to your Shadow Power. Link of Pain: (Instant) Level 3.0 Pwr.cost 15 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 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
![]() 17.0 T5 massive armor Reqs Str 60 [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning +6% fire Res.pen +25% lightning ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +26% Resists +6% lightning +9% fire +30% cold A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor Reqs Str 60 [Random Unique] Nature/Master While equipped: Stats +14 Str +6 Con dps ---------- Dmg.mod +9% nature +6% fire Res.pen +10% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +16 Defense +9 (+3 eff.) Fatigue +26% Resists +12% darkness +12% physical Spell.save +16 (+4 eff.) Max.HP +139.00 ---------- misc Light +2 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.crit +1% Crit.mult +15.00% Dmg.mod +9% fire ----- def ----- Resists +9% fire Mind.save +6 (+1 eff.) Max.HP +42.00 Heal/summ +20 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +6 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +6 Spell.save +6 (+1 eff.) Cut- +15% Knockbk- +30% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Resists +6% fire +6% cold Phys.save +3 (+1 eff.) Spell.save +9 (+2 eff.) Pinning- +15% Stun/Frz- +30% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +24% acid +9% mind Res.pen +10% acid +25% mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +10% lightning +11% temporal +6% mind A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Unique] Arcane/Steamtech While equipped: Stats +3 Cun dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Phys.save +10 (+4 eff.) Spell.save +10 (+2 eff.) Generate a personal shield that absorbs up to 230 damage and damages attackers striking the wearer for 39 fire damage while it lasts (based on Cunning). Uses 24 power out of 24/24 This belt utilizes an enchanted gem to focus a burst of steam into a powerful barrier. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Mag dps ---------- S.pwr/crit +10 Dmg.mod +18% fire Res.pen +15% arcane Phasing +30% ----- def ----- Resists +11% lightning +11% temporal +9% fire Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +60.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Res.pen +10% darkness Melee Ret 12 mind On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +9% mind +18% darkness Anom.red +14 Max.HP +89.00 ---------- misc Max.mana +57.00 Max.stam +49.00 Max.hate +15.00 Max.psi +32.00 Max.vim +32.00 Max.P.En +32.00 Max.N.En +30.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +10% fire +15% temporal Melee Ret 8 temporal ----- def ----- Resists +30% fire HP.reg +2.00 Heal.mod +22% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% light ----- def ----- Resists +3% darkness +9% blight +6% cold +6% mind +3% nature Die.at -80.00 life Knockbk- +25% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +3 Str dps ---------- Spell.pwr +8 (+2 eff.) Res.pen +10% darkness ----- def ----- Armour +16 Phys.save +36 (+12 eff.) Mind.save +10 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +30% arcane +27% lightning Res.pen +15% arcane Melee Ret 20 lightning ----- def ----- Resists +5% arcane +9% lightning Max.HP +54.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Dmg.mod +18% mind Melee Ret 12 mind 16 darkness ----- def ----- Armour +6 Mind.save +30 (+7 eff.) ---------- misc Equi/ret +0.12 Create a temporary shield that absorbs 239 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid +18% arcane Res.pen +15% acid Melee Ret 16 arcane 20 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +15 (+5 eff.) Stealth +10 A belt that goes around your waist. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+7 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 T5 belt armor [Rare] Arcane While equipped: Stats +5 Str +11 Dex +8 Cun +6 Con dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +9% mind +15% fire Res.pen +20% acid ----- def ----- Mind.save +15 (+3 eff.) ---------- misc Telepathy Humanoid/Orc A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Master While equipped: Stats +6 Cun +3 Dex dps ---------- Phys.crit +12.0% Mind.crit +10% Acc +2 (+1 eff.) ----- def ----- Armour +16 Defense +29 (+10 eff.) Resists +9% nature +3% darkness Phys.save +21 (+7 eff.) Stealth +12 Disease- +25% Teleport- +5% A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +12% blight Res.pen +20% blight On Hit (Melee): * 22% chance to disease ----- def ----- Resists +9% blight +21% fire +15% light +15% darkness ---------- misc Light +3 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +12 (+2 eff.) On Hit (Melee): * Slows global speed by 34% ----- def ----- Armour +12 Resists +6% acid +21% cold +22% nature Spell.save +12 (+3 eff.) Confus- +10% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Mind.pwr +25 (+7 eff.) Res.pen +20% nature ----- def ----- Spell.save +15 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Psi/ret +0.12 Mana/s.crit +3.00 Vim/s.crit +3.00 Light +3 See.Invis +15 Size +1 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +6 Dex dps ---------- Phys.crit +13.0% Mind.crit +13% Phys.pwr +12 (+2 eff.) ----- def ----- Armour +13 Fatigue -2% Resists +9% temporal Spell.save +13 (+3 eff.) ---------- misc Light +1 See.Invis +12 Size +1 Telepathy Humanoid/Orc Create a temporary shield that absorbs 410 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +4 Wil +1 Con dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) ---------- misc Telepathy Dragon A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Cun +2 Dex dps ---------- Dmg.mod +3% lightning Res.pen +15% mind On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Defense +1 (+0 eff.) Mind.save +15 (+3 eff.) ---------- misc Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.crit +1.0% Phys.pwr +8 (+2 eff.) Dmg.mod +6% physical ----- def ----- Defense +1 (+0 eff.) Max.HP +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) Res.pen +10% physical Apr +3 ----- def ----- Defense +1 (+0 eff.) Fatigue -3% ---------- misc Stam/turn +0.20 Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +15% arcane +5% acid ----- def ----- Defense +1 (+0 eff.) Resists +12% acid +13% temporal +10% darkness +5% arcane Def/telep +11 Res/telep +10% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +5 Con dps ---------- Apr +2 ----- def ----- Armour +6 Defense +1 (+0 eff.) Phys.save +20 (+7 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +3 Mag +3 Cun dps ---------- Crit.mult +10.00% S.pwr/crit +10 Phasing +30% ----- def ----- Defense +2 (+1 eff.) Resists +9% light ---------- misc Mana/turn +0.24 Vim/s.crit +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +4 Dex +5 Mag +2 Wil dps ---------- Dmg.mod +21% fire Melee Ret 12 fire ----- def ----- Defense +2 (+1 eff.) ---------- misc Infravis +3 See.Invis +12 Telepathy Dragon A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun +5 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.10 Cunning/Stealth Phase Door: Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Teleports you randomly within a small range of up to 10 grids. At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 4). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. The range will increase with your Spellpower. Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex dps ---------- Dmg.mod +24% fire Res.pen +20% fire ----- def ----- Defense +2 (+1 eff.) Resists +9% acid +24% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +9 (+3 eff.) Resists +9% cold +3% fire Phys.save +7 (+3 eff.) Spell.save +5 (+1 eff.) Mind.save +8 (+2 eff.) Pinning- +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +15% mind Melee Ret 20 mind 8 fire ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +19% cold +15% mind +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +7% darkness Res.pen +13% darkness ----- def ----- Defense +9 (+3 eff.) Resists +16% fire +17% light +16% darkness Stealth +26 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T4 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Has a 50% chance each turn to slash an adjacent enemy for 163 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid Res.pen +15% acid +20% blight Melee Ret 16 blight ----- def ----- Armour +12 Defense +18 (+6 eff.) Resists +12% nature +9% cold Phys.save +45 (+15 eff.) Spell.save +39 (+10 eff.) Mind.save +39 (+9 eff.) Disarm- +20% Pinning- +15% 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 cloak armor [Random Unique] Arcane/Psionic While equipped: Stats +9 Mag +15 Wil +6 Cun +2 Con dps ---------- Spell.crit +8% Mind.crit +7% Dmg.mod +9% blight On Hit (Melee): * 20% chance to disease On Melee Ret: * 28% chance to disease * 32% chance to inflict 15% damage reduction ----- def ----- Defense +3 (+1 eff.) Spell.save +12 (+3 eff.) ---------- misc Max.mana +76.00 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 cloak armor [Random Unique] Arcane/Master While equipped: Stats +12 Mag +9 Wil dps ---------- Dmg.mod +6% lightning Res.pen +15% lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) On Melee Ret: * 39% chance to disease * 31% chance to inflict 15% damage reduction ----- def ----- Armour +9 Defense +17 (+6 eff.) Resists +9% lightning +6% temporal Phys.save +24 (+8 eff.) Spell.save +48 (+12 eff.) Mind.save +21 (+5 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +143.00 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 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +4.0% Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +4% all Melee Ret 30 mind ----- def ----- Defense +14 (+5 eff.) Resists +10% darkness +10% mind Mind.save +10 (+2 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Masteries +0.20 Cursed/Gloom +0.20 Cursed/Darkness Creeping Darkness: Level 4.0 Pwr.cost 18 out of 18/18. 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 29.03 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
![]() 2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +25% acid On Hit (Melee): * 34% chance to corrode armour by 30% ----- def ----- Armour +10 Defense +18 (+6 eff.) Resists +5% physical Phys.save +19 (+7 eff.) Spell.save +25 (+6 eff.) Mind.save +59 (+14 eff.) Confus- +15% Stun/Frz- +30% Knockbk- +25% Teleport- +15% 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 cloak armor [Unique] Steamtech While equipped: Stats +6 Cun dps ---------- Phys.pwr +5 (+1 eff.) Mov.spd +10% ----- def ----- Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) ---------- misc Talents +1 Rocket Dash Avoid Pressure Traps Finally. |
![]() 2.0 T5 cloak armor [Rare] Arcane While equipped: Stats +16 Mag +16 Wil dps ---------- Dmg.mod +9% blight +9% arcane +12% lightning On Hit (Melee): * 31% chance to daze at end of turn * 30% chance to inflict 15% damage reduction ----- def ----- Defense +3 (+1 eff.) Resists +12% lightning Spell.save +15 (+4 eff.) ---------- misc Max.mana +80.00 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 cloak armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Spell.crit +6% Crit.mult +28.00% Spell.pwr +10 (+2 eff.) Dmg.mod +43% darkness +15% arcane Res.pen +34% darkness +15% arcane ----- def ----- Defense +3 (+1 eff.) Resists +25% darkness Stealth +25 ---------- misc Max.mana +100.00 Light +3 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 cloak armor [Random Unique] Nature/Master While equipped: Stats +6 Cun +6 Dex dps ---------- Dmg.mod +9% acid +12% mind Res.pen +10% acid +10% darkness +30% mind Acc +9 (+2 eff.) Apr +10 Melee Ret 4 darkness On Hit (Melee): * 39% chance to corrode armour by 30% ----- def ----- Defense +3 (+1 eff.) Resists +10% acid +6% darkness +9% fire +10% cold +10% lightning Phys.save +13 (+5 eff.) Mind.save +15 (+3 eff.) Die.at -50.00 life 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 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: ----- def ----- Resists +20% lightning +20% darkness +20% fire +20% cold +20% nature -30% arcane Res.Cap +10% lightning +10% darkness +10% fire +10% cold +10% nature -30% arcane Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 50 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 T5 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Str +5 Dex +6 Con ----- def ----- Defense +3 (+1 eff.) Resists +21% darkness +22% temporal Spell.save -26 (-7 eff.) Def/telep +24 Res/telep +15% Dur/telep +30% ---------- misc Stam/turn +1.50 Mana/turn -0.38 Masteries +0.40 Technique/Combat training Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown 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 cloak armor [Random Unique] Master/Psionic While equipped: Stats +12 Cun +12 Wil dps ---------- Mind.crit +15% ----- def ----- Armour +13 Defense +3 (+1 eff.) Resists +6% acid +30% cold +15% light +3% darkness Crit.dmg- 5.00% Phys.save +6 (+2 eff.) Mind.save +10 (+2 eff.) Blind- +10% 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 cloak armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.crit +5% Dmg.mod +12% physical ----- def ----- Defense +13 (+4 eff.) Resists +4% physical +12% darkness +24% nature +24% fire +6% mind +25% light Stealth +15 HP.reg +0.60 Blind- +20% Pinning- +20% 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 cloak armor [Ego+] Master While equipped: ----- def ----- Armour +8 Defense +14 (+5 eff.) Phys.save +20 (+7 eff.) Spell.save +22 (+5 eff.) Mind.save +22 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% light Melee Ret 8 light ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +20% fire +5% arcane +6% cold A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Wil +10 Con ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% ---------- misc Light +2 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% physical Apr +3 Melee Ret 4 physical ----- def ----- Armour +5 Fatigue +1% Resists +5% lightning +5% temporal ---------- misc Max.stam +15.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal +6% cold +6% acid +4% physical Blind- +15% Silence- +5% A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Lck +5 Dex dps ---------- Dmg.mod +6% arcane Melee Ret 4 arcane 16 darkness ----- def ----- Armour +3 Fatigue +3% Resists +15% darkness Stealth +7 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Con dps ---------- Dmg.mod +27% lightning Res.pen +10% lightning +10% acid ----- def ----- Armour +3 Fatigue +3% Resists +12% acid Phys.save +11 (+4 eff.) Mind.save +14 (+3 eff.) A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% blight +12% temporal Res.pen +15% arcane Melee Ret 16 temporal ----- def ----- Armour +3 Fatigue +3% Resists +11% lightning +11% temporal +5% arcane +20% blight Def/telep +10 Res/telep +10% Dur/telep +10% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +20% Dmg.mod +12% light Res.pen +15% darkness Melee Ret 20 light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +3 Fatigue +3% Resists +18% light A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Wil +10 Mag dps ---------- Res.pen +25% arcane ----- def ----- Armour +10 Fatigue +3% ---------- misc Infravis +3 See.Invis +12 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue +3% Resists +10% fire +6% nature +9% cold Spell.save +9 (+2 eff.) Pinning- +15% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +9.00% Melee Ret 12 physical ----- def ----- Armour +13 Fatigue +3% Resists +11% fire +10% cold Mind.save +30 (+7 eff.) Max.HP +20.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Res.pen +25% light Melee Ret 8 light On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +3% Resists +12% nature +6% light Spell.save +5 (+1 eff.) ---------- misc Spell.cld 10% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Dex -11 Mag +11 Con dps ---------- Phys.crit +5.0% Phys.pwr +5 (+1 eff.) Res.pen +15% darkness +15% temporal Apr +8 On Hit (Melee): * 30% chance to blind ----- def ----- Armour +3 Fatigue +3% Resists +19% darkness +18% temporal Phys.save +13 (+5 eff.) Spell.save +10 (+2 eff.) Mind.save +8 (+2 eff.) Def/telep +16 Res/telep +15% Dur/telep +15% ---------- misc Max.stam +5.00 Light +1 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Mov.spd +20% Dmg.mod +32% arcane Res.pen +27% arcane Melee Ret 16 darkness ----- def ----- Armour +3 Fatigue +3% Resists +5% arcane +21% darkness A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Nature While equipped: ----- def ----- Armour +9 Fatigue +3% Resists +11% lightning +7% temporal Spell.save +12 (+3 eff.) Blind- +25% Disease- +20% Disarm- +25% Pinning- +25% Knockbk- +25% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +3 Mag +2 Wil dps ---------- Phys.pwr +8 (+2 eff.) Mov.spd +20% ----- def ----- Armour +3 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +3% Resists +8% fire +8% cold Phys.save +30 (+10 eff.) ---------- misc Stam/turn +0.20 Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% light +27% fire Res.pen +26% fire Melee Ret 12 light ----- def ----- Armour +3 Fatigue +3% Resists +15% light Phys.save +11 (+4 eff.) Spell.save +11 (+3 eff.) Mind.save +11 (+2 eff.) A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Fatigue +3% Silence- +31% Confus- +32% Stun/Frz- +29% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 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 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 T4 feet armor [Unique] Steamtech While equipped: Stats +8 Cun +8 Dex dps ---------- Steampwr +5 (+1 eff.) ----- def ----- Armour +12 Defense +10 (+3 eff.) Fatigue +3% Pinning- +100% Knockbk- -100% You move 3 spaces at once. Accurately? Less so. |
![]() 2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +0 Defense +0 (+0 eff.) Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: ----- def ----- Armour +5 Defense +22 (+7 eff.) Rng.Def +22 (+7 eff.) Fatigue +5% Resists +15% lightning +3% physical +12% mind +6% arcane Phys.save +12 (+4 eff.) Disease- +20% Confus- +20% Knockbk- +55% A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +4 Mag +4 Wil dps ---------- Crit.mult +6.00% Dmg.mod +6% blight +6% physical Res.pen +10% acid +10% blight ----- def ----- Armour +15 Fatigue +5% Phys.save +20 (+7 eff.) Silence- +50% Confus- +41% Stun/Frz- +50% ---------- misc Stam/turn +1.10 Max.stam +37.00 Blink to a nearby random location (rad 15) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +3 Wil +4 Con dps ---------- Spell.pwr +6 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +5% arcane Cut- +10% Silence- +69% Confus- +44% Stun/Frz- +50% Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +21% darkness +9% blight Res.pen +20% blight ----- def ----- Armour +5 Fatigue -5% Phys.save +10 (+4 eff.) Spell.save +42 (+10 eff.) ---------- misc Max.enc +49 Mana/s.crit +3.00 Max.vim +30.00 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning Melee Ret 8 fire ----- def ----- Armour +5 Fatigue +5% Resists +9% lightning +15% temporal +9% blight +15% fire +27% cold A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Rare] Master While equipped: ----- def ----- Armour +14 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue +5% Resists +6% acid +9% lightning Poison- +15% Silence- +15% Confus- +20% Stun/Frz- +35% ---------- misc Infravis +3 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Wil +4 Mag dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +5 Defense +22 (+7 eff.) Fatigue -4% Resists +3% acid +3% nature +3% lightning Phys.save +11 (+4 eff.) Spell.save +6 (+1 eff.) Mind.save +3 (+0 eff.) ---------- misc Max.enc +44 Equi/ret +0.08 Spell.cld 10% Telepathy Humanoid/Orc Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 18 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex +2 Wil dps ---------- Dmg.mod +3% physical ----- def ----- Armour +5 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue +2% Resists +1% physical +6% cold +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor [Ego+] Psionic While equipped: Stats +2 Con +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +5% physical ----- def ----- Armour +3 Fatigue +2% Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 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 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 3.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Armour +10 Fatigue +3% Resists +5% arcane +2% physical Phys.save +9 (+3 eff.) Mind.save +30 (+7 eff.) Blind- +10% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +3 Str +9 Dex +3 Cun dps ---------- Dmg.mod +15% darkness Res.pen +20% darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +12 Fatigue +3% Resists +11% acid +12% darkness +11% cold +11% fire +6% mind +10% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +2 Str +6 Mag dps ---------- Phys.crit +2.0% Apr +2 ----- def ----- Armour +10 Fatigue +3% Resists +11% acid +4% physical +10% cold +11% fire +11% lightning Phys.save +30 (+10 eff.) Heal.mod +10% ---------- misc Max.stam +15.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex +4 Wil +4 Cun +4 Con ----- def ----- Armour +4 Fatigue +3% Resists +12% blight +12% lightning Phys.save +18 (+6 eff.) Mind.save +19 (+4 eff.) Blind- +10% Pinning- +20% Knockbk- +20% ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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 65 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. |
![]() 3.0 T5 feet armor [Unique] Steamtech The more steam the better! While equipped: Stats +8 Str +10 Dex dps ---------- Dmg.mod +10% fire ----- def ----- Armour +15 Defense +8 (+3 eff.) Fatigue +8% Pinning- +50% Generate 3 steam each time you walk. Boots. But with steam power! |
![]() 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 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. |
![]() 3.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +12 Wil +8 Cun +6 Con dps ---------- Spell.crit +5% Mind.crit +3% Mind.pwr +9 (+3 eff.) Res.pen +10% physical Melee Ret 8 mind On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +5 Fatigue +4% Resists +15% fire +15% cold Mind.save +9 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.60 Max.mana +60.00 Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 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 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Disarm- +0% Unarmed combat: Power 134% Range: 1.1x Uses 40% Wil, 80% Cun, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 239.58 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 10 fire Dmg.mod +8% fire Acc +6 (+1 eff.) ----- def ----- Armour +8 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +9% blight +8% fire +6% lightning Spell.save +15 (+4 eff.) Unarmed combat: Power 132% Range: 1.1x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +5.0% Atk.spd 100% Phasing +20% On Crit.r2 +10 fire On Hit: 10% Fire Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +13 (+2 eff.) ----- def ----- Armour +20 Resists +6% nature +3% lightning Phys.save +30 (+10 eff.) Disarm- +5% Unarmed combat: Power 142% Range: 1.1x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 132% Range: 1.1x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +1 Crit +4.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 140.57 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.0 T5 hands armor [Random Unique] Arcane/Master While equipped: Stats +6 Dex +6 Mag +6 Cun +15 Con dps ---------- Dmg.mod +6% darkness Acc +22 (+5 eff.) ----- def ----- Armour +11 Hardiness +12% Resists +10% physical +10% light +10% darkness Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +2 Unarmed combat: Power 145% Range: 1.1x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.2% crit / acc Acc +13 Apr +5 Crit +17.0% Atk.spd 100% On Hit.r1 +16 nature +4 temporal On Crit.r2 +33 light +39 darkness On Hit: 5% Stone Touch 5 On Hit: * Slows global speed by 53% * 40% chance to gain 10% of a turn (3/turn limit) Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 63.54 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 [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Wil +4 Cun +4 Con dps ---------- Spell.crit +3% S.pwr/crit +2 Melee+ 11 physical Dmg.mod +8% physical Acc +13 (+3 eff.) On Melee Ret: * 34% chance to disease * 43% chance to inflict 15% damage reduction ----- def ----- Armour +11 Resists +11% darkness +3% fire Phys.save +15 (+5 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Disarm- +50% ---------- misc Infravis +2 Unarmed combat: Power 145% Range: 1.1x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.2% crit / acc Acc +13 Apr +5 Crit +15.0% Atk.spd 100% Melee+ +10 darkness +18 physical On Hit.r1 +16 acid +12 physical On Crit.r2 +12 physical On Hit: 10% Juggernaut 1 On Hit: 10% Sand Breath 5 On Crit: 10% Dominate 5 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 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 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Dex +5 Mag +3 Wil +9 Cun dps ---------- Melee+ 10 acid 10 fire 10 cold 10 lightning Res.pen +10% fire Acc +25 (+5 eff.) Apr +17 Melee Ret 4 nature ----- def ----- Armour +9 Phys.save +9 (+3 eff.) Mind.save +10 (+2 eff.) Disarm- +48% Unarmed combat: Power 147% Range: 1.1x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.2% crit / acc Acc +20 Apr +18 Crit +5.0% Atk.spd 100% Melee+ +19 ice +22 lightning +29 fire +29 acid On Hit: 10% Perfect Control 5 On Hit: 15% Perfect Strike 5 On Hit: * Slows global speed by 40% Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Random Unique] Master/Psionic While equipped: Stats +5 Str +5 Dex +2 Wil +4 Cun dps ---------- Phys.crit +14.0% Spell.crit +19% Mind.crit +18% Crit.mult +15.00% Spell.pwr +2 (+0 eff.) Dmg.mod +3% blight Res.pen +15% acid Acc +9 (+2 eff.) ----- def ----- Armour +3 Resists +9% lightning Phys.save +22 (+8 eff.) Mind.save +9 (+2 eff.) Disarm- +49% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 157% Range: 1.1x Uses 40% Wil, 80% Cun, 50% Mag Dmg Physical Acc+ +0.2% crit / acc Acc +21 Apr +5 Crit +27.0% Atk.spd 100% Phasing +30% On Hit: 10% Set Up 5 On Hit: 10% Perfect Control 5 On Crit: 20% Cripple 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun ----- def ----- Defense +8 (+3 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Power 157% Range: 1.4x Uses 70% Mag, 40% Wil, 80% Cun Dmg Physical Acc+ +0.2% crit / acc Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Level 5.0 Pwr.cost 12 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 107.94 fire damage and 84.92 darkness damage in a radius of 6. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 1.5 T1 hands armor [Rare] Psionic While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +6% mind Acc +5 (+1 eff.) ----- def ----- Armour +1 Phys.save +6 (+2 eff.) Mind.save +5 (+1 eff.) HP.reg +0.40 Disarm- +21% Unarmed combat: Power 125% Range: 1.4x Uses 40% Wil, 80% Cun, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Acc +7 Apr +3 Crit +2.0% Atk.spd 83% Phasing +20% On Hit.r1 +4 physical On Hit: 10% Perfect Control 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +11 (+2 eff.) ----- def ----- Armour +1 HP.reg +1.20 ---------- misc Stam/turn +0.70 Max.stam +11.00 Unarmed combat: Power 122% Range: 1.4x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.1% dam / acc Acc +6 Apr +3 Crit +7.0% Atk.spd 83% On Hit: 10% Slumber 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+1 eff.) ----- def ----- Armour +1 HP.reg +1.10 ---------- misc Stam/turn +0.70 Max.stam +12.00 Unarmed combat: Power 126% Range: 1.4x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Slumber 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 12 temporal Ranged+ 14 temporal Dmg.mod +15% fire +8% temporal Res.pen +15% fire ----- def ----- Armour +2 Resists +9% mind +11% temporal Crit.dmg- 10.00% Phys.save +33 (+11 eff.) Spell.save +18 (+4 eff.) Mind.save +9 (+2 eff.) Disease- +15% Confus- +15% Unarmed combat: Power 139% Range: 1.4x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +8 fire On Hit: * 10% chance to gain 10% of a turn (3/turn limit) Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Rare] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% temporal Res.pen +10% temporal ----- def ----- Armour +2 Resists +7% darkness +5% arcane +7% light Disarm- +0% ---------- misc Infravis +2 Unarmed combat: Power 137% Range: 1.4x Uses 40% Wil, 80% Cun, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +8 temporal On Crit.r2 +27 light +25 darkness Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 63.54 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 [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+3 eff.) ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+2 eff.) Unarmed combat: Power 141% Range: 1.4x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Apr +12 Crit +8.0% Atk.spd 83% Melee+ +15 silence On Hit: 5% Mana Clash 1 On Hit: 100% Destroy Magic 3 On Hit: * 20 arcane resource burn Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 1.5 T3 hands armor [Random Unique] Master/Psionic While equipped: Stats +4 Str +5 Dex +5 Cun dps ---------- Phys.pwr +13 (+2 eff.) Mind.pwr +6 (+2 eff.) Melee+ 19 mind 24 darkness Dmg.mod +18% light Res.pen +10% light Acc +6 (+1 eff.) Apr +11 On Hit (Melee): * 16% chance to cause random gloom * 30% chance to blind ----- def ----- Armour +2 Mind.save -10 (-3 eff.) Unarmed combat: Power 142% Range: 1.4x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.1% dam / acc Acc +8 Apr +16 Crit +8.0% Atk.spd 83% Melee+ +4 light On Hit: 10% Reproach 3 On Hit: 15% Perfect Strike 3 On Hit: * 40% chance to gain 10% of a turn (3/turn limit) Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +11 Mag +12 Wil dps ---------- Phys.pwr +19 (+3 eff.) Melee+ 10 acid 9 lightning 8 fire 15 arcane 10 cold Dmg.mod +9% acid ----- def ----- Armour +3 Resists +13% arcane Unarmed combat: Power 162% Range: 1.4x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% Melee+ +18 ice +29 lightning +18 fire +22 arcane +16 acid On Hit: 10% Manathrust 3 On Hit: * 40% chance to corrode armour by 30% Disperse Magic: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor [Unique] Steamtech The more steam the better! While equipped: Stats +6 Str +6 Dex dps ---------- Phys.crit +10.0% Steam.crit +10% Crit.mult +30.00% Dmg.mod +8% all ----- def ----- Armour +12 Disarm- +50% Unarmed combat: Power 157% Range: 1.4x Uses 40% Wil, 80% Cun, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 83% Gauntlets. But with steam power! |
![]() 1.5 T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Unarmed combat: Power 160% Range: 1.4x Uses 60% Mag, 80% Cun, 40% Wil Dmg Physical Acc+ +0.1% dam / acc Apr +10 Crit +7.0% Atk.spd 83% On Hit: 20% Obliterating Smash 3 Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.0 Pwr.cost 25 out of 25/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 145% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 16. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
![]() 1.5 T5 hands armor [Random Unique] Nature/Master While equipped: Stats +1 Mag +2 Wil +4 Con dps ---------- Melee+ 23 lightning Dmg.mod +21% lightning Res.pen +10% blight ----- def ----- Armour +3 Resists +16% lightning Phys.save +22 (+8 eff.) Spell.save +20 (+5 eff.) Mind.save +10 (+2 eff.) Disarm- +35% ---------- misc Max.vim +20.00 Unarmed combat: Power 146% Range: 1.4x Uses 40% Wil, 50% Mag, 80% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% Melee+ +8 arcane +16 physical On Crit.r2 +22 lightning On Hit: 20% Lightning Breath 5 On Hit: 10% Juggernaut 1 On Hit: * 40% chance to disease Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T5 hands armor [Ego++] Master While equipped: Stats +3 Con ----- def ----- Armour +6 Phys.save +25 (+9 eff.) Spell.save +4 (+1 eff.) Mind.save +20 (+5 eff.) Max.HP +49.00 Disarm- +22% Unarmed combat: Power 156% Range: 1.4x Uses 40% Wil, 80% Cun, 50% Mag Dmg Physical Acc+ +0.1% dam / acc Acc +6 Apr +15 Crit +10.0% Atk.spd 83% Melee+ +10 physical On Hit: 10% Juggernaut 1 On Hit: 10% Battle Shout 5 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Wil +1 Cun +3 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Hate/m.crit +3.00 Max.psi +10.00 Telepathy Demon/Minor Humanoid/Orc Demon/Major A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +10% lightning +20% light Melee Ret 20 light ----- def ----- Armour +1 Fatigue +1% Resists +12% lightning +5% cold ---------- misc Breathe water A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +7 Dex +2 Wil +3 Cun +6 Con ----- def ----- Armour +3 Fatigue +3% Resists +10% lightning +8% temporal -23% light +9% acid Phys.save +10 (+4 eff.) Mind.save +9 (+2 eff.) HP.reg +3.60 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +11 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +30% arcane Res.pen +20% nature Acc +0 (+0 eff.) Melee Ret 12 nature ----- def ----- Armour +3 Fatigue +3% Resists +9% nature ---------- misc Light +0 A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Wil dps ---------- Dmg.mod +3% temporal Acc +0 (+0 eff.) ----- def ----- Armour +5 Fatigue +3% Resists +6% blight +7% fire +6% mind +10% cold Mind.save +7 (+1 eff.) ---------- misc Light +2 Breathe water A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% temporal Res.pen +25% temporal Melee Ret 8 darkness 16 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +3% Resists +15% temporal +15% light +15% darkness A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +8 Lck +5 Con dps ---------- Phys.crit +4.0% Spell.crit +5% Mind.crit +4% Dmg.mod +3% nature Melee Ret 4 nature ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning +6% cold +9% light +5% arcane A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +9% blight Melee Ret 12 blight ----- def ----- Armour +13 Fatigue +3% Resists +11% blight +21% cold +11% darkness Spell.save +11 (+3 eff.) Mind.save +11 (+2 eff.) Pinning- +20% Stun/Frz- +15% Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. 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. A hat made of leather. Very stylish. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Crit.mult +5.00% Mind.pwr +6 (+2 eff.) Dmg.mod +18% acid Res.pen +15% acid ----- def ----- Armour +3 Fatigue +3% Resists +18% darkness Mind.save +6 (+1 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +10.00 Infravis +5 A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +10 Wil +4 Cun +6 Con dps ---------- Mind.crit +3% Spell.pwr +8 (+2 eff.) Res.pen +20% acid ----- def ----- Armour +6 Defense +3 (+1 eff.) Phys.save +14 (+5 eff.) Mind.save +6 (+1 eff.) ---------- misc Mana/turn +2.30 Mana/ret +3.00 Equi/ret +0.08 Max.mana +110.00 Telepathy Humanoid/Orc Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +13% acid +10% fire +11% lightning +10% cold A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Ego+] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +13% acid +14% fire +13% lightning +15% cold A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +14 Str +12 Dex +1 Cun +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Res.pen +15% darkness Melee Ret 8 darkness ----- def ----- Armour +5 Fatigue -3% Resists +16% light +19% darkness ---------- misc Telepathy Demon/Minor Demon/Major A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Dex +3 Con dps ---------- Apr +4 ----- def ----- Armour +7 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +1% HP.reg +1.00 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +6 Str dps ---------- Crit.mult +12.00% Phys.pwr +4 (+1 eff.) Dmg.mod +3% nature ----- def ----- Armour +1 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +1% Resists +12% light +11% darkness A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind Res.pen +5% acid Melee Ret 8 acid 4 mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +1 Fatigue +1% Resists +9% acid +6% cold ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Dex +3 Wil +3 Cun dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +5 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue +1% Crit.dmg- 10.00% Cut- +5% A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Res.pen +20% fire On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +20% darkness +6% cold ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +9 Str +4 Dex +4 Cun +8 Con ----- def ----- Armour +3 Fatigue +3% Resists -12% light +9% fire Die.at -60.00 life HP.reg +4.40 Pinning- +25% Teleport- +15% ---------- misc Telepathy Humanoid/Orc A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: ----- def ----- Armour +3 Fatigue +3% Dmg.red +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+3 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 5 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +10 Con dps ---------- Mind.crit +5% Dmg.mod +12% mind On Hit (Melee): * 20% chance to disease ----- def ----- Armour +3 Fatigue +3% Phys.save +19 (+7 eff.) ---------- misc Equi/ret +0.20 See.Invis +9 A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +6 Str +7 Dex +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +3% nature +9% acid Melee Ret 6 physical On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +3 Fatigue +3% Resists +3% nature Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 210.4 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() 2.0 T3 head armor [Random Unique] Master While equipped: Stats +4 Str +4 Dex +1 Mag dps ---------- Res.pen +5% arcane Melee Ret 10 physical ----- def ----- Armour +3 Fatigue +3% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +3.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 210.4 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() 2.0 T4 head armor [Unique] Master While equipped: Stats +20 Cun dps ---------- Steam.crit +5% Steampwr +5 (+1 eff.) Acc +20 (+4 eff.) Apr +15 ----- def ----- Defense +10 (+3 eff.) Resists +20% fire Blind- +100% ---------- misc Infravis +3 Sight +1 Masteries +0.20 Steamtech/Physics +0.20 Steamtech/Chemistry No self respecting craftsman would be caught without them! |
![]() 2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +7 Str +9 Dex +8 Mag +8 Wil dps ---------- Spell.crit +5% Dmg.mod +14% blight +19% arcane ----- def ----- Armour +5 Fatigue +5% Resists +6% nature +6% cold +12% light +2% physical Crit.dmg- 10.00% Phys.save +42 (+14 eff.) Mind.save +6 (+1 eff.) Die.at -20.00 life A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +10 Str dps ---------- Res.pen +15% darkness ----- def ----- Armour +5 Fatigue +5% Resists +3% physical +6% cold Phys.save +44 (+15 eff.) Cut- +25% Confus- +20% Def/telep +16 Res/telep +16% Dur/telep +16% A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +10 Cun +2 Str dps ---------- Phys.crit +2.0% Crit.mult +15.00% Res.pen +15% nature Acc +12 (+3 eff.) On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +9 Defense +11 (+4 eff.) Fatigue +5% Resists +6% physical Heal.mod +15% A hat made of leather. Very stylish. |
![]() 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. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +5 Str +8 Dex +2 Cun dps ---------- Crit.mult +10.00% Mind.pwr +10 (+3 eff.) Melee Ret 9 physical On Melee Ret: * 38% chance to disease * 38% chance to inflict 15% damage reduction ----- def ----- Armour +5 Fatigue +5% Resists +3% blight +25% cold +3% nature ---------- misc Breathe water Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 210.4 Physical damage. If the attack hits, the target is confused (36% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +3% mind +3% fire Res.pen +5% mind ----- def ----- Armour +5 Fatigue +5% Resists +16% mind +13% cold +14% nature +24% fire Spell.save +9 (+2 eff.) Max.HP +104.00 Heal.mod +28% A hat made of leather. Very stylish. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +24% light +24% fire Res.pen +25% fire Melee Ret 12 temporal On Hit (Melee): * 50% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Fatigue +5% Resists +15% temporal +33% fire +19% light +20% darkness A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +5 Wil +4 Cun +4 Con dps ---------- Phys.pwr +5 (+1 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +15% light +6% mind Melee Ret 16 mind ----- def ----- Armour +5 Fatigue +5% Resists +12% lightning +11% temporal +3% light ---------- misc Light +3 A cap made of leather. |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+6 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 30 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." |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +4 Cun +8 Con ----- def ----- Armour +5 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue +5% Resists +9% light +12% cold Die.at -60.00 life Cut- +10% Silence- +10% Disarm- +15% Pinning- +15% Teleport- +25% ---------- misc Telepathy Dragon A cap made of leather. |
![]() 2.0 T5 head armor [Unique] Unknown/Steamtech While equipped: Stats +10 Cun dps ---------- Acc +20 (+4 eff.) ----- def ----- Defense +10 (+3 eff.) Blind- +100% See everything. EVERYTHING. For 5 turns, anyway. Uses 30 power out of 30/30 How do these even work? |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +3 Cun +5 Dex dps ---------- Dmg.mod +18% darkness +21% arcane Res.pen +30% arcane +30% darkness Apr +7 Melee Ret 12 arcane 12 darkness ----- def ----- Armour +5 Fatigue +5% Resists +6% arcane +9% fire A cap made of leather. |
![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +7 Str +7 Wil dps ---------- Phys.pwr +11 (+2 eff.) Dmg.mod +12% mind ----- def ----- Armour +5 Fatigue +5% Resists +9% blight +14% physical Phys.save +38 (+13 eff.) Mind.save +30 (+7 eff.) Disease- +20% Cut- +15% Confus- +25% Knockbk- +20% A cap made of leather. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +3 Fatigue +5% Resists +20% darkness +3% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +6 Wil dps ---------- Spell.crit +3% Mind.pwr +3 (+1 eff.) S.pwr/crit +8 ----- def ----- Armour +3 Fatigue +5% Spell.save +6 (+1 eff.) ---------- misc Mana/turn +0.16 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Melee Ret 4 darkness ----- def ----- Armour +3 Fatigue +5% Resists +20% light +9% lightning Phys.save +10 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +5 Str +6 Dex +2 Wil dps ---------- Dmg.mod +6% mind On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +5% Mind.save +3 (+0 eff.) ---------- misc Equi/ret +0.08 Telepathy Demon/Minor Demon/Major A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% darkness Res.pen +5% acid Melee Ret 4 acid ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +9% darkness +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Ego+] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +7% cold Mind.save +5 (+1 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 Acc +0 (+0 eff.) ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Light +0 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] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 114.79 mind damage and cripples the target's higher mental functions, reducing cunning by 11 and confusing (30% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 3.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% mind +18% lightning Res.pen +25% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +4 Fatigue +4% Resists +10% blight +9% darkness +15% lightning Spell.save +9 (+2 eff.) Mind.save +8 (+2 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 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 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Nature While equipped: Stats +4 Cun +3 Wil dps ---------- Crit.mult +10.00% Mind.pwr +4 (+2 eff.) Res.pen +25% darkness Melee Ret 12 darkness ----- def ----- Armour +4 Fatigue +4% Resists +11% acid +12% darkness +8% fire +11% cold +10% lightning ---------- misc Telepathy Dragon A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +3 Wil +2 Con dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +7 Fatigue +4% Resists +14% light +13% darkness Crit.dmg- 5.00% Mind.save +8 (+2 eff.) ---------- misc Light +1 Infravis +2 Telepathy Dragon A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Fatigue +4% Resists +8% acid +9% fire +20% lightning +11% cold Phys.save +30 (+10 eff.) Spell.save +12 (+3 eff.) Knockbk- +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +20% nature On Hit (Melee): * Slows global speed by 15% * 30% chance to daze at end of turn ----- def ----- Armour +4 Fatigue +4% Resists +15% lightning +14% light +15% darkness +9% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Master While equipped: ----- def ----- Armour +16 Fatigue +4% Resists +6% blight Phys.save +18 (+6 eff.) Mind.save +18 (+4 eff.) Poison- +30% Stun/Frz- +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Master While equipped: ----- def ----- Armour +14 Fatigue +4% Resists +15% lightning +9% fire +12% light +5% arcane Confus- +40% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +27% acid +9% temporal Res.pen +15% acid On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Fatigue +4% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Rare] Master While equipped: dps ---------- Mind.crit +4% ----- def ----- Armour +17 Defense +7 (+2 eff.) Fatigue +4% Resists +12% temporal +4% all Phys.save +8 (+3 eff.) Mind.save +20 (+5 eff.) Pinning- +20% ---------- misc Equi/ret +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +9% nature Apr +5 Melee Ret 4 acid ----- def ----- Armour +7 Fatigue +4% Resists +9% nature ---------- misc Stam/ret +1.20 Equi/ret +1.30 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire Acc +0 (+0 eff.) ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Light +0 Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You let out a powerful roar that sends your foes into utter confusion for 3 turns in a radius of 5. The sound wave is so strong, your foes also take 127.21 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
![]() 3.0 T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 3.0 T5 head armor [Rare] Master While equipped: Stats +12 Str +4 Con dps ---------- Phys.crit +4.0% Dmg.mod +15% arcane Res.pen +20% temporal Acc +8 (+2 eff.) ----- def ----- Armour +11 Fatigue +5% Phys.save +38 (+13 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +8 Str +9 Dex +8 Con dps ---------- On Melee Ret: * 34% chance to disease * 34% chance to inflict 15% damage reduction ----- def ----- Armour +5 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue +5% Resists +15% blight +22% darkness +6% lightning Phys.save +3 (+1 eff.) Spell.save +11 (+3 eff.) Mind.save +42 (+10 eff.) Blind- +20% Pinning- +15% Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 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 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+1 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
![]() 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 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature 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: 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. |
![]() 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 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
![]() 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. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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 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 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 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 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 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. |
![]() 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. |
![]() 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 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 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 (+4 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+2 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 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 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. |
![]() 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. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Resists +3% physical Phys.save +6 (+2 eff.) HP.reg +0.20 Heal.mod +5% ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Str +3 Dex dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +6% blight ----- def ----- Spell.save +3 (+1 eff.) Mind.save +6 (+1 eff.) Max.HP +10.00 ---------- misc Max.stam +5.00 Light +2 See.Stealth +6 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +10% darkness +10% fire Melee Ret 4 darkness ----- def ----- Resists +18% fire ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +6% mind Acc +2 (+1 eff.) ----- def ----- Mind.save +5 (+1 eff.) ---------- misc Stam/turn +1.20 Light +2 See.Stealth +7 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ---------- misc Mana/turn +0.12 Vim/s.crit +3.00 Max.mana +100.00 Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Heal.mod +11% ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: ----- def ----- Armour +8 Crit.dmg- 15.00% Phys.save +9 (+3 eff.) Spell.save +20 (+5 eff.) Mind.save +9 (+2 eff.) Die.at -20.00 life Cut- +10% ---------- misc Light +3 See.Stealth +11 See.Invis +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% acid +12% blight Melee Ret 12 arcane On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +5% arcane Mind.save +10 (+2 eff.) ---------- misc Light +3 See.Stealth +16 See.Invis +16 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- Mind.crit +2% Crit.mult +15.00% ----- def ----- Phys.save +8 (+3 eff.) Heal.mod +16% ---------- misc Equi/ret +0.12 Hate/m.crit +4.00 Max.psi +30.00 Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Random Unique] Master/Psionic While equipped: Stats -18 Str +20 Mag +6 Wil +14 Cun +1 Con dps ---------- Dmg.mod +13% mind ----- def ----- Resists +15% lightning Crit.dmg- 10.00% Mind.save +14 (+3 eff.) ---------- misc Light -4 Infravis +11 See.Stealth +25 See.Invis +25 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +12% fire Res.pen +5% lightning On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +3% acid +27% cold +9% lightning +28% temporal Def/telep +56 Res/telep +52% Dur/telep +81% ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +18% acid +15% mind Res.pen +15% mind ----- def ----- Defense +15 (+5 eff.) Resists +12% mind Phys.save +20 (+7 eff.) Spell.save +20 (+5 eff.) Mind.save +57 (+14 eff.) Heal/summ +66 ---------- misc Equi/ret +0.20 Max.hate +6.00 Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.crit +9% Res.pen +30% acid +25% mind +15% all Apr +15 ---------- misc Hate/m.crit +4.00 Max.hate +6.00 Light +6 Telepathy Dragon Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +15% blight +13% darkness ---------- misc Light +4 Infravis +5 See.Invis +15 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 27 blight damage or heals 35 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 27.91 cold damage and 25.52 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (143 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ----- def ----- Disarm- +80% ---------- misc Talents +3 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to cloak When attached: ----- def ----- Resists +18% lightning Stun/Frz- +30% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ---------- misc Talents +3 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: dps ---------- Acc +9 (+2 eff.) ---------- misc Light +5 Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Dmg.mod +3% fire Acc +3 (+1 eff.) ----- def ----- Resists +3% cold +5% arcane +6% temporal Blind- +20% Stun/Frz- +5% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +10% light ----- def ----- Resists +6% fire +5% darkness +15% light ---------- misc Psi/ret +0.08 Hate/m.crit +5.00 Max.psi +20.00 Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str ----- def ----- Resists +15% temporal +14% fire +14% darkness +6% cold Phys.save +33 (+11 eff.) Spell.save +12 (+3 eff.) Pinning- +15% Knockbk- +15% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Arcane While equipped: Stats +13 Str +10 Mag +8 Wil +2 Con dps ---------- Phys.crit +11.0% Mind.crit +11% Phys.pwr +6 (+1 eff.) Apr +5 ----- def ----- Armour +6 ---------- misc Light +3 Telepathy Humanoid/Orc While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +9% darkness +15% acid Res.pen +15% darkness Melee Ret 12 darkness ----- def ----- Resists +15% darkness +3% acid ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Arcane While equipped: Stats +10 Str +8 Wil dps ---------- Phys.crit +11.0% Mind.crit +11% Dmg.mod +9% temporal Res.pen +25% temporal Melee Ret 16 blight On Hit (Melee): * 30% chance to inflict 15% damage reduction * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% temporal While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +15% light On Hit (Melee): * Slows global speed by 30% ----- def ----- Fatigue -7% Resists +15% nature ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +5 Str +1 Con ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego] Master While equipped: Stats +4 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Master While equipped: Stats +12 Str +5 Dex dps ---------- Phys.pwr +8 (+2 eff.) Mov.spd +10% Dmg.mod +3% darkness +3% temporal Res.pen +5% darkness +20% temporal Melee Ret 4 temporal On Hit (Melee): * 10% chance to disease ----- def ----- Fatigue -18% Resists +6% darkness Def/telep +10 Res/telep +10% Dur/telep +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +15% nature +10% lightning On Hit (Melee): * 48% chance to daze at end of turn * 45% chance to blind * 50% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% lightning +6% temporal +9% darkness +10% fire +27% nature +18% light ---------- misc Light +4 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 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+1 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 4.0 Pwr.cost 30 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 213.70 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. |
![]() 3.0 T5 digger tool [Rare] Arcane While equipped: Stats +3 Str dps ---------- Crit.mult +18.00% Apr +4 ----- def ----- Armour +18 Resists +9% lightning +9% cold Phys.save +30 (+10 eff.) Spell.save +47 (+12 eff.) Die.at -80.00 life Heal.mod +20% Disease- +15% Cut- +15% Silence- +15% ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +10% nature Melee Ret 12 fire ----- def ----- Resists +14% nature +12% fire Crit.dmg- 15.00% Spell.save +15 (+4 eff.) Die.at -60.00 life Blind- +25% Confus- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+3 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 15 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 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 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 10 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: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 145% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 666.40 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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 690.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% fire Res.pen +10% acid Melee Ret 12 acid 4 fire ----- def ----- Resists +3% acid +21% fire Fire a blast of psionic energies in a range 9 beam dealing 45.48 to 90.95 mind damage Puts all charms on 6 cooldown 100% to regenerate 1 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 8 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +30% acid Teleport randomly (rad 29) Puts all charms on 30 cooldown 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +27% light +12% lightning Res.pen +25% lightning Melee Ret 12 lightning On Hit (Melee): * 30% chance to blind ----- def ----- Resists +27% lightning Fire a blast of psionic energies in a range 9 beam dealing 120.38 to 240.75 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +16 Max.HP +20.00 Heal.mod +20% ---------- misc Max.stam +35.00 Fire a blast of psionic energies in a range 9 beam dealing 107.54 to 215.07 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% temporal On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% blight +15% temporal Teleport randomly (rad 42) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% arcane ----- def ----- Resists +5% arcane +6% fire ---------- misc Wards +1 physical +2 mind +3 darkness Talents +1 Ward Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 73 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Dex +2 Wil +2 Cun dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Fatigue -4% Resists +6% lightning Crit.dmg- 15.00% ---------- misc Light +3 Wards +2 physical +4 mind +3 darkness Talents +1 Ward Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 87 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Str +3 Mag dps ---------- Mind.crit +3% Crit.mult +15.00% ----- def ----- Heal/summ +20 ---------- misc Hate/m.crit +1.00 Wards +2 physical +3 mind +3 darkness Telepathy Demon/Minor Demon/Major Talents +1 Ward Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 77 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 63 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +9% physical Res.pen +10% nature ----- def ----- Armour +4 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +3% physical Die.at -92.00 life ---------- misc Stam/turn +0.60 Max.stam +25.00 Fire a blast of psionic energies in a range 9 beam dealing 161.04 to 322.07 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% light +6% fire Res.pen +25% light +25% fire ----- def ----- Resists +15% light +12% fire ---------- misc Talents +5 Telekinetic Blast Fire a blast of psionic energies in a range 9 beam dealing 161.04 to 322.07 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% acid +15% mind Res.pen +15% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +9% mind Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 131 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 9 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +6 Wil dps ---------- Crit.mult +10.00% Res.pen +15% temporal On Hit (Melee): * 37% chance to corrode armour by 30% * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% acid Mind.save +30 (+7 eff.) ---------- misc Hate/m.crit +3.00 Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 171 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 12 psi. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +6% blight +9% temporal +3% darkness ---------- misc Wards +2 physical +4 mind +4 darkness Talents +4 Silence +1 Ward Cooldown Silence -1 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 109 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +8 Wil dps ---------- Spell.pwr +6 (+1 eff.) ----- def ----- Resists +15% blight +9% fire +5% arcane Die.at -80.00 life Blind- +15% Silence- +15% Stun/Frz- +20% Teleport randomly (rad 55) Puts all charms on 30 cooldown 100% to regenerate 10 hate. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% temporal Res.pen +5% fire +5% mind +10% temporal Melee Ret 8 mind 8 temporal ----- def ----- Resists +9% mind Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Wards +3 physical +4 mind +5 darkness Talents +1 Ward Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 149 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Mind.crit +9% Res.pen +15% mind Melee Ret 16 mind ----- def ----- Pinning- +25% Def/telep +15 Res/telep +15% Dur/telep +15% Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 161 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +3 Cun +11 Wil dps ---------- Mind.pwr +12 (+4 eff.) Dmg.mod +12% acid +24% mind ----- def ----- Resists +15% acid ---------- misc Talents +5 Silence Cooldown Silence -1 Teleport randomly (rad 66) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +5% fire Melee Ret 4 light On Hit (Melee): * 15% chance to blind ----- def ----- Resists +9% light +12% fire Remove up to 1 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 2 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego] Nature Remove up to 1 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: ----- def ----- Resists +15% temporal +9% mind +6% darkness Phys.save +6 (+2 eff.) Silence- +10% Knockbk- +25% ---------- misc Wards +3 acid +2 nature +2 light Talents +1 Ward Harden the skin for 7 turns increasing armour by 30 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Wil dps ---------- Res.pen +20% mind ----- def ----- Mind.save +20 (+5 eff.) Heal/summ +40 ---------- misc Max.hate +4.00 Telepathy Humanoid/Orc Heal a target within range 9 (based on Willpower) for 100 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +10% darkness +15% nature ----- def ----- Resists +6% nature +12% darkness Heal a target within range 9 (based on Willpower) for 107 Puts all charms on 20 cooldown 100% to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +3 Dex +3 Mag +3 Wil +3 Con ----- def ----- Crit.dmg- 15.00% ---------- misc Wards +3 acid +3 nature +4 light Telepathy Dragon Talents +1 Ward Heal a target within range 9 (based on Willpower) for 147 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +7 Cun +5 Mag dps ---------- Phys.crit +6.0% Crit.mult +12.00% ----- def ----- Crit.dmg- 15.00% Heal.mod +15% Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +6 Cun +8 Dex ----- def ----- Resists +15% darkness ---------- misc See.Invis +15 Heal a target within range 9 (based on Willpower) for 210 Puts all charms on 20 cooldown 100% to regenerate 13 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +3 Wil +6 Mag dps ---------- Dmg.mod +12% lightning Res.pen +25% lightning ----- def ----- Resists +12% lightning Crit.dmg- 15.00% Remove up to 4 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +4 Str +5 Mag +5 Wil +4 Cun +9 Con ---------- misc Infravis +3 See.Invis +12 Wards +5 acid +5 nature +5 light Talents +1 Ward Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+4 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +24% lightning Res.pen +20% lightning +25% light Melee Ret 12 light ----- def ----- Resists +9% lightning ---------- misc Light +3 Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 20 cooldown 100% to regenerate 11 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% nature +24% arcane Res.pen +10% nature ----- def ----- Resists +18% nature ---------- misc Talents +5 Lay Web +4 Rushing Claws Cooldown Lay Web -1 Rushing Claws -1 Remove up to 3 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 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 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +1 Dex +4 Mag dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +12% lightning +6% cold +9% nature +6% temporal ---------- misc Telepathy Demon/Minor Demon/Major Talents +4 Rushing Claws Cooldown Rushing Claws -1 Heal a target within range 9 (based on Willpower) for 210 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +7 Str +3 Wil dps ---------- Phys.pwr +6 (+1 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) Rng.Def +10 (+3 eff.) Phys.save +30 (+10 eff.) Mind.save +12 (+3 eff.) Heal/summ +30 ---------- misc Hate/m.crit +4.00 Wards +5 acid +5 nature +4 light Talents +1 Ward Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +18% arcane On Hit (Melee): * 23% chance to disease ----- def ----- Resists +23% blight +27% fire +5% arcane Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 20 cooldown 100% to regenerate 11 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.crit +4.0% Dmg.mod +15% arcane +6% physical Melee Ret 8 physical ----- def ----- Armour +7 Resists +5% arcane Heal.mod +25% ---------- misc Talents +5 Rushing Claws Cooldown Rushing Claws -1 Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +3 Cun +1 Dex ----- def ----- Armour +2 ---------- misc Light +3 Talents +4 Rushing Claws Cooldown Rushing Claws -1 Remove up to 4 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 12 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +3 Str +2 Dex ----- def ----- Resists +12% acid +15% temporal +6% nature Phys.save +12 (+4 eff.) Disease- +30% Stun/Frz- +20% ---------- misc See.Invis +9 Remove up to 5 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 14 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: ----- def ----- Resists +9% darkness Crit.dmg- 15.00% Pinning- +25% Teleport- +15% ---------- misc Wards +4 acid +5 nature +5 light Talents +1 Ward +3 Rushing Claws Cooldown Rushing Claws -1 Heal a target within range 9 (based on Willpower) for 262 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature +9% mind Res.pen +25% nature +25% fire ----- def ----- Resists +33% fire +12% nature +9% mind Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 20 cooldown 100% to regenerate 17 equilibrium. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% blight Res.pen +10% blight Melee Ret 24 lightning 16 blight ----- def ----- Resists +9% blight +6% arcane +30% lightning ---------- misc Talents +5 Lay Web Cooldown Lay Web -1 Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+3 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 35 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 T1 wand charm [Rare] Arcane While equipped: Stats +5 Wil ----- def ----- Fatigue -4% ---------- misc Infravis +2 See.Invis +12 Telepathy Demon/Minor Demon/Major Disarm traps (18 bonus disarm power, based on Magic) along a range 4 line Puts all charms on 15 cooldown 100% to regenerate 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: ----- def ----- Armour +14 Cut- +15% Pinning- +20% Teleport- +10% ---------- misc Wards +2 lightning +2 temporal +3 blight +2 fire +2 cold Talents +1 Ward Fire a bolt of a random element with (base) damage 88 to 175 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: ----- def ----- Resists +6% temporal Knockbk- +5% ---------- misc Max.vim +12.00 Creates a wall of flames lasting 4 turns (dealing 154 fire damage overall) Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Random Unique] Arcane While equipped: Stats +4 Dex +2 Mag +2 Cun dps ---------- Dmg.mod +9% arcane ---------- misc Telepathy Dragon Talents +3 Void Blast Fire a bolt of a random element with (base) damage 142 to 283 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +9% blight +2% physical Die.at -20.00 life Blind- +10% Confus- +25% Pinning- +15% Knockbk- +10% ---------- misc Wards +4 lightning +4 temporal +4 blight +4 fire +4 cold Talents +1 Ward Creates a wall of flames lasting 4 turns (dealing 279 fire damage overall) Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% mind +12% temporal Res.pen +10% mind +15% temporal Melee Ret 12 temporal On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) Reveal the area around you, dispelling darkness (radius 11, power 84 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 6 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% light Res.pen +25% arcane ----- def ----- Resists +18% light +9% darkness Mind.save +20 (+5 eff.) Cut- +10% Fire a bolt of a random element with (base) damage 144 to 289 Puts all charms on 10 cooldown 100% to regenerate 9 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 109 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +9% blight Melee Ret 12 mind ----- def ----- Resists +21% lightning Mind.save +15 (+3 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +10.00 Max.psi +50.00 Fire a bolt of a random element with (base) damage 198 to 397 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness +12% temporal Melee Ret 16 void ----- def ----- Resists +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 208.65 temporal and 208.65 darkness damage (based on Magic). Uses 20 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +3 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +4 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +5 Fiery Cleansing Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +3 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +4 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +5 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to body When attached: ---------- misc Talents +5 Acidic Bath Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +1.00 Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +4 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +4 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +4 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +4 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +4 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +5 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +21% fire Dmg.red +11 fire Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +24% fire Dmg.red +14 fire Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +25% fire Dmg.red +15 fire Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +27% fire Dmg.red +17 fire Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +31% fire Dmg.red +21 fire Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +33% fire Dmg.red +23 fire Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +35% fire Dmg.red +25 fire Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +15% acid Dmg.red +5 acid Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +23% acid Dmg.red +13 acid Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +23% acid Dmg.red +13 acid Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +25% acid Dmg.red +15 acid Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +32% acid Dmg.red +22 acid Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +33% acid Dmg.red +23 acid Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +34% acid Dmg.red +24 acid Demon status: alive (100% life). The seed of a demon. |
![]() 0.0 T1 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +35% acid Dmg.red +25 acid Demon status: alive (100% life). The seed of a demon. |
![]() 2.0 T5 forbidden tome [Unique] Unknown Read the book. A tome of lost knowledge. Touching it you feel both sick and yet strangely at peace. |
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.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on 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.
Achievements
By Xerph "The Devourer" the Ogre Adventurer level 38
2nd Mirth 123rd year of Ascendancy at 17:29 see stats
By Xerph "The Devourer" the Ogre Adventurer level 27
27th Regrowth 123rd year of Ascendancy at 11:24 see stats
By Xerph "The Devourer" the Ogre Adventurer level 42
5th Dusk 123rd year of Ascendancy at 10:43 see stats
By Xerph "The Devourer" the Ogre Adventurer level 38
1st Mirth 123rd year of Ascendancy at 02:35 see stats
By Xerph "The Devourer" the Ogre Adventurer level 43
21st Dusk 123rd year of Ascendancy at 01:47 see stats
By Xerph "The Devourer" the Ogre Adventurer level 50
41st Regrowth 124th year of Ascendancy at 23:47 see stats
By Xerph "The Devourer" the Ogre Adventurer level 50
50th Regrowth 124th year of Ascendancy at 09:38 see stats
By Xerph "The Devourer" the Ogre Adventurer level 50
59th Regrowth 124th year of Ascendancy at 12:16 see stats
By Xerph "The Devourer" the Ogre Adventurer level 50
37th Regrowth 124th year of Ascendancy at 17:52 see stats
By Xerph "The Devourer" the Ogre Adventurer level 50
68th Dusk 124th year of Ascendancy at 02:17 see stats
By Xerph "The Devourer" the Ogre Adventurer level 22
37th Haze 122nd year of Ascendancy at 04:00 see stats
By Xerph "The Devourer" the Ogre Adventurer level 50
58th Pyre 124th year of Ascendancy at 23:55 see stats
By Xerph "The Devourer" the Ogre Adventurer level 50
73rd Haze 123rd year of Ascendancy at 11:56 see stats
By Xerph "The Devourer" the Ogre Adventurer level 36
79th Pyre 123rd year of Ascendancy at 02:43 see stats
By Xerph "The Devourer" the Ogre Adventurer level 50
78th Dusk 124th year of Ascendancy at 13:14 see stats
By Xerph "The Devourer" the Ogre Adventurer level 42
5th Dusk 123rd year of Ascendancy at 16:21 see stats
By Xerph "The Devourer" the Ogre Adventurer level 18
66th Dusk 122nd year of Ascendancy at 02:33 see stats
By Xerph "The Devourer" the Ogre Adventurer level 45
51st Dusk 123rd year of Ascendancy at 05:54 see stats
By Xerph "The Devourer" the Ogre Adventurer level 43
21st Dusk 123rd year of Ascendancy at 01:26 see stats
By Xerph "The Devourer" the Ogre Adventurer level 50
47th Pyre 124th year of Ascendancy at 09:47 see stats
By Xerph "The Devourer" the Ogre Adventurer level 50
59th Pyre 124th year of Ascendancy at 14:37 see stats
By Xerph "The Devourer" the Ogre Adventurer level 50
76th Pyre 124th year of Ascendancy at 05:12 see stats
By Xerph "The Devourer" the Ogre Adventurer level 27
27th Regrowth 123rd year of Ascendancy at 12:44 see stats
By Xerph "The Devourer" the Ogre Adventurer level 50
50th Regrowth 124th year of Ascendancy at 11:11 see stats
By Xerph "The Devourer" the Ogre Adventurer level 31
31st Pyre 123rd year of Ascendancy at 00:28 see stats
By Xerph "The Devourer" the Ogre Adventurer level 10
6th Flare 122nd year of Ascendancy at 13:50 see stats
By Xerph "The Devourer" the Ogre Adventurer level 20
66th Dusk 122nd year of Ascendancy at 09:33 see stats
By Xerph "The Devourer" the Ogre Adventurer level 30
21st Pyre 123rd year of Ascendancy at 22:14 see stats
By Xerph "The Devourer" the Ogre Adventurer level 40
6th Flare 123rd year of Ascendancy at 18:41 see stats
By Xerph "The Devourer" the Ogre Adventurer level 50
56th Haze 123rd year of Ascendancy at 10:22 see stats
By Xerph "The Devourer" the Ogre Adventurer level 50
44th Pyre 124th year of Ascendancy at 03:35 see stats
By Xerph "The Devourer" the Ogre Adventurer level 50
1st Pyre 124th year of Ascendancy at 13:36 see stats
By Xerph "The Devourer" the Ogre Adventurer level 27
58th Regrowth 123rd year of Ascendancy at 21:31 see stats
By Xerph "The Devourer" the Ogre Adventurer level 42
5th Dusk 123rd year of Ascendancy at 22:23 see stats
By Xerph "The Devourer" the Ogre Adventurer level 39
1st Flare 123rd year of Ascendancy at 06:30 see stats
By Xerph "The Devourer" the Ogre Adventurer level 50
73rd Haze 123rd year of Ascendancy at 15:58 see stats
By Xerph "The Devourer" the Ogre Adventurer level 50
78th Dusk 124th year of Ascendancy at 13:14 see stats
By Xerph "The Devourer" the Ogre Adventurer level 10
21st Dusk 122nd year of Ascendancy at 17:38 see stats
By Xerph "The Devourer" the Ogre Adventurer level 27
27th Regrowth 123rd year of Ascendancy at 11:24 see stats
By Xerph "The Devourer" the Ogre Adventurer level 43
19th Dusk 123rd year of Ascendancy at 09:20 see stats
By Xerph "The Devourer" the Ogre Adventurer level 10
19th Dusk 122nd year of Ascendancy at 23:02 see stats
By Xerph "The Devourer" the Ogre Adventurer level 18
63rd Dusk 122nd year of Ascendancy at 12:14 see stats
By Xerph "The Devourer" the Ogre Adventurer level 50
1st Haze 124th year of Ascendancy at 22:03 see stats
By Xerph "The Devourer" the Ogre Adventurer level 23
1st Regrowth 123rd year of Ascendancy at 06:12 see stats
By Xerph "The Devourer" the Ogre Adventurer level 13
35th Dusk 122nd year of Ascendancy at 14:55 see stats
By Xerph "The Devourer" the Ogre Adventurer level 37
79th Pyre 123rd year of Ascendancy at 11:59 see stats
By Xerph "The Devourer" the Ogre Adventurer level 50
57th Regrowth 124th year of Ascendancy at 09:16 see stats
Log
Saving done.
Saving game...
You drink the elixir and feel forever transformed!
The elixir has improved your capacity for exercising your core talents.
You have no more Elixir of Focus.
You drink the elixir and feel forever transformed!
The elixir has improved your capacity for exercising your core talents.
You have no more Elixir of Foundations.
Xerph "The Devourer" uses Assume Form.
Xerph "The Devourer" deactivates Chaos Orbs.
Xerph "The Devourer" deactivates Hardened Core.
Resting starts...
Xerph "The Devourer" retunes the fabric of spacetime.
Talent Assume Form is ready to use.
Rested for 53 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Xerph "The Devourer" deactivates Reality Smearing.
Xerph "The Devourer" deactivates Mitosis.
Xerph "The Devourer" deactivates Chant of Fortitude.
Xerph "The Devourer" deactivates Tempest of Metal.
Xerph "The Devourer" deactivates Elemental Harmony.
Xerph "The Devourer" deactivates Overheat Saws.
Xerph "The Devourer" deactivates Beyond the Flesh.