











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
Addons | Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Better Item Description 1.6.0This 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 Better Sounds Mod 1.6.0Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Berserker |
Level / Exp | 50 / 1797% |
Size | big |
Lifes / Deaths | Killed by Celia at level 28 on the 33rd Profit 123rd year of Ascendancy at 07:25 / 2Killed by orc necromancer at level 50 on the 6th Iron 125th year of Ascendancy at 17:48 |
Primary Stats
Strength | 164 (base 60) |
Dexterity | 78 (base 50) |
Constitution | 90 (base 60) |
Magic | 32 (base 7) |
Willpower | 61 (base 47) |
Cunning | 44 (base 13) |
Resources
Life | -370/2391 |
Stamina | 253/354 |
Healing Factor | 1.1515384615385 |
Regeneration | 175.61280807171 |
Speed
Mental | +2.2204460492503E-14% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 8 |
Lite | 1 |
Infravision | 1 |
ESP Range | 10 |
ESP Kinds | animal/canine, dragon |
Offense: Mainhand
Damage | 377 |
Accuracy | 74 |
Crit Chance | 93% |
APR | 29 |
Speed | 1.20 |
Offense: Spell
Spellpower | 33 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Physical | +12% |
Lightning | +25% |
Light | +15% |
Mind | +4% |
Cold | +25% |
Arcane | +50% |
Fire | +25% |
All | 0% |
Offense: Damage Penetration
Lightning | +35% |
Fire | +25% |
Arcane | +25% |
Cold | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 62.941415564641 (100%) |
Defense | 49 |
Ranged Defense | 49 |
Fatigue | 0 |
Physical Save | 86 |
Spell Save | 82 |
Mental Save | 64 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 30%( 70%) |
Arcane | + 28%( 40%) |
Cold | + 80%( 80%) |
All | + 15%( 70%) |
Physical | + 40%( 70%) |
Lightning | + 80%( 80%) |
Light | + 58%( 70%) |
Temporal | + 28%( 70%) |
Mind | + 34%( 70%) |
Darkness | + 84%( 90%) |
Fire | + 80%( 80%) |
Nature | + 47%( 80%) |
Defense: Immunities
Pinning Resistance | 56% |
Disarm Resistance | 0% |
Confusion Resistance | 50% |
Knockback Resistance | 80% |
Stun Resistance | 81% |
Instadeath Resistance | 100% |
Blind Resistance | 79% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 627 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1058% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 201 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 10 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 11 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Strength stat. |
Class Talents
Technique / Two-handed assault | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Warcries | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Berserker's strength | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Bloodthirst | 1.61 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Berserker Rage |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
beneficial effect | Increases critical hit chance by 41%. Berserker Rage |
beneficial effect | The target filled with the spirit of the bunnies! This looks very very cute! Also whenever you deal damage you have 5% chances to turn into a vorpal bunny, increasing your critical chance by %10. Bunnyficated! |
beneficial effect | The target has 116 increased life regeneration. Recovery |
beneficial effect | The target's skin turns to stone, granting 24 armour, 28 physical save and 28 spell save. Dwarven Resilience |
beneficial effect | The thrill of combat improves the target's maximum life by 15%, life regeneration by 33.03, and stamina regeneration by 6.61. Bloodbath |
beneficial effect | The target filled with the spirit of the vorpal bunny! Granting +10% critical chance! Vorpal Bunny! |
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 againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | 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 Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 5 of Dreadfell. Escort: worried loremaster (level 5 of Dreadfell)As a reward you improved Constitution by +5. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 1997. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+7 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 123 arcane damage based on magic in a radius of 3 around the user after any teleport. 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. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Defense +15 (+5 eff.) Resists +15% mind +15% fire Phys.save +8 (+1 eff.) Mind.save +9 (+3 eff.) Max.HP +40.00 Heal.mod +19% Confus- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T4 head armor [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex dps ---------- Phys.pwr +7 (+2 eff.) Mov.spd +10% Res.pen +10% lightning Melee Ret 4 lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% acid +3% fire Phys.save +13 (+2 eff.) Spell.save +13 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +97.00 ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
On fingers | ![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +14 (+3 eff.) ----- def ----- Resists +29% acid +21% fire +24% cold +21% lightning Rings can have magical properties. |
Around waist | ![]() 1.0 T5 belt armor [Unique] Nature While equipped: Stats +5 Wil +5 Con ----- def ----- Resists +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Phys.save +15 (+3 eff.) Spell.save +15 (+3 eff.) Mind.save +15 (+4 eff.) Confus- +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
In main hand | ![]() 12.0 T5 greatmaul 2H weapon [Unique] Arcane Power 96.0 - 144.0 Physical Uses 40% Wil, 140% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +22 Crit +10.0% Atk.spd 83% Dmg.conv 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 18 * Blasts creatures in a radius 1 shockwave around your target for 262.08 to 786.24 physical damage (based on Strength). While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +12% physical ----- def ----- Knockbk- +30% Knock away other creatures within radius 4), dealing 691.04 to 1382.08 physical damage (based on Strength) to each. Uses 50 power out of 2/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
On hands | ![]() 1.5 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +3 Mag +2 Cun dps ---------- Phys.pwr +11 (+2 eff.) Melee+ 7 mind Dmg.mod +4% mind ----- def ----- Armour +2 Fatigue +3% Resists +7% light +6% darkness +9% fire +7% mind +5% arcane Phys.save +6 (+1 eff.) Disease- +20% ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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 47.25 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. |
Main armor | ![]() 14.0 T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck ----- def ----- Armour +14 Defense +10 (+3 eff.) Fatigue +16% Resists +20% lightning +20% physical +20% cold +20% acid +20% fire Blind- +50% Stun/Frz- +25% Knockbk- +50% ---------- misc Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Corrosive Breath -3 Fire Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Cloak | ![]() 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% nature +20% cold -30% arcane +20% fire Res.Cap +10% lightning +10% darkness +10% nature +10% cold -30% arcane +10% fire 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. |
Around neck | ![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Mag dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +14% light +3% blight +5% arcane +3% nature +15% darkness Phys.save +16 (+3 eff.) Spell.save +11 (+3 eff.) Mind.save +16 (+4 eff.) Blind- +29% ---------- misc Masteries +0.31 Technique/Bloodthirst +0.31 Technique/Superiority Amulets can have magical properties. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 78 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] 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 159 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 229 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 363 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 613 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 394.00 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 spell talent. |
![]() 0.1 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 Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 364.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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 spell talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 11 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 12 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 31%, your defense is increased by 31 and all your resistances by 31%. 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 spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. 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 spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 59 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 154 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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 Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 542 damage for 5 turns. 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 spell talent. |
![]() 0.1 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 Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 649 damage for 4 turns. 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 spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 64 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +12 Lck +3 Cun dps ---------- Dmg.mod +12% acid +12% darkness Acc +12 (+3 eff.) On Hit (Melee): * 20% chance to reduce armor by 28% * 20% chance to reduce damage dealt by 31% ----- def ----- Defense +6 (+2 eff.) Unseen.red 11% ---------- misc Masteries +0.28 Technique/Warcries +0.28 Technique/Combat training Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 214 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Confus- +22% Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +4 Cun ----- def ----- Resists +12% nature +14% blight Poison- +20% Disease- +26% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% cold +12% fire Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego++] Master While equipped: ----- def ----- Phys.save +12 (+2 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Masteries +0.19 Technique/Bloodthirst +0.19 Technique/Combat training Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-1 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.pwr +25 (+6 eff.) Dmg.mod +15% cold +6% mind +9% nature Res.pen +25% nature ----- def ----- Resists +30% cold ---------- misc Equi/ret +0.08 Max.hate +4.00 Max.psi +20.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Melee+ 15 temporal Dmg.mod +10% physical +15% temporal ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 65.25 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
![]() 0.1 T4 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% light Res.pen +20% arcane Melee Ret 10 arcane 4 blight On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +36% light +15% blight 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 ----- def ----- Talent.cat+ +0.30 Technique 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 [Random Unique] Nature/Master While equipped: Stats +6 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% blight +19% cold Res.pen +10% mind ----- def ----- Resists +13% blight +38% cold +13% nature Phys.save +16 (+3 eff.) Spell.save +18 (+4 eff.) Mind.save +15 (+4 eff.) Poison- +25% Disease- +23% ---------- misc Max.psi +40.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+5 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+2 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 165.24 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Str +6 Wil dps ---------- Phys.pwr +20 (+4 eff.) Acc +15 (+4 eff.) ----- def ----- Resists +5% arcane Phys.save +18 (+3 eff.) Mind.save +12 (+3 eff.) Disarm- +20% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +23% Pinning- +22% Knockbk- +20% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego+] Master While equipped: Stats +8 Str +8 Con dps ---------- Phys.pwr +11 (+2 eff.) ----- def ----- HP.reg +6.00 Stun/Frz- +42% Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Master While equipped: Stats +8 Str +7 Con dps ---------- Phys.pwr +15 (+3 eff.) Acc +14 (+4 eff.) Apr +14 ----- def ----- Defense +12 (+4 eff.) 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 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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 [Ego++] Arcane While equipped: Stats +5 Cun +8 Mag dps ---------- Spell.pwr +9 (+5 eff.) Melee+ 19 light Ranged+ 11 light Dmg.mod +10% light Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Dmg.mod +17% fire ----- def ----- Resists +34% fire Spell.save +17 (+4 eff.) ---------- misc Max.stam +19.00 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Con ----- def ----- Resists +21% acid +19% fire +11% cold +22% lightning Spell.save +11 (+3 eff.) ---------- misc Max.stam +34.00 Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+1 eff.) HP.reg +3.00 Stun/Frz- +24% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +9% nature +8% blight HP.reg +4.00 Poison- +16% Disease- +15% Stun/Frz- +34% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Str dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Armour +4 Defense +7 (+2 eff.) 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 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) 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 303.35 fire damage, and flames will be left dealing a further 71.06 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 [Rare] Master Power 58.5 - 87.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 22% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +7 Str +7 Dex dps ---------- Phys.crit +19.0% Mind.crit +6% Crit.mult +40.00% Res.pen +25% nature Apr +16 ----- def ----- Resists +12% nature ---------- misc Light +3 Infravis +3 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Nature/Master Power 57.5 - 86.3 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +13 Str +6 Dex +14 Mag +10 Wil +12 Cun +12 Con dps ---------- Phys.crit +14.0% Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Master/Psionic Power 54.5 - 81.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +10% physical Acc +27 (+7 eff.) Apr +13 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego++] Disrupt/Master Power 59.0 - 88.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Against +38% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Res.pen +17% physical Acc +26 (+7 eff.) Apr +14 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Psionic Power 56.0 - 84.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 40% Wil, 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 38.0 - 49.4 Physical Uses 40% Wil, 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +86 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% All.spd +7% Res.pen +11% fire Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Arcane/Master Power 38.5 - 50.1 Physical Uses 40% Wil, 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * Create an explosion dealing 57 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +25% acid Res.pen +18% acid +15% all Acc +22 (+6 eff.) Apr +10 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Nature Power 38.5 - 50.1 Physical Uses 40% Wil, 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +11 Str +9 Dex +9 Mag +10 Wil +11 Cun +13 Con Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane Power 37.0 - 48.1 Physical Uses 40% Wil, 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 5 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 18 While equipped: ----- def ----- Disease- +26% Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +0.0% Atk.spd 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 150 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Nature/Master/Psionic Power 52.0 - 78.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +17 darkness Against +17% Living On Crit: * Wound the target dealing 362 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +12 Str +10 Dex +10 Mag +10 Wil +12 Cun +13 Con dps ---------- Phys.crit +14.0% Mind.crit +2% Phys.pwr +16 (+3 eff.) Dmg.mod +3% mind ----- def ----- Spell.save +12 (+3 eff.) Cut- +20% Confus- +20% Pinning- +10% Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Rare] Master Power 57.0 - 85.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Mag +6 Wil +6 Con dps ---------- Phys.pwr +13 (+3 eff.) Dmg.mod +12% nature Res.pen +16% physical ----- def ----- Disarm- +28% ---------- misc Mana/s.crit +2.00 Max.mana +60.00 Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Master Power 57.0 - 85.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +20 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 362 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +29.0% Crit.mult +20.00% Phys.pwr +13 (+3 eff.) Dmg.mod +12% temporal Res.pen +5% nature Apr +16 ----- def ----- Resists +9% nature +20% temporal Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego] Arcane Power 70.5 - 105.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +13 light Against +35% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Arcane Power 71.0 - 106.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +37 cold On Hit: 20% Curse of Impotence 5 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego++] Nature/Disrupt Power 68.5 - 102.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Against +24% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +16 Str +14 Dex +10 Mag +9 Wil +12 Cun +13 Con Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego++] Master Power 68.0 - 102.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Res.pen +17% physical Acc +26 (+7 eff.) Apr +14 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Arcane/Master Power 65.0 - 97.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +28 Crit +3.0% Atk.spd 100% Phasing +28% While equipped: dps ---------- Res.pen +17% physical Acc +17 (+5 eff.) Apr +19 Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego+] Master Power 71.0 - 106.5 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +12 Str dps ---------- Dmg.mod +14% physical Acc +30 (+7 eff.) Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Ego++] Nature/Master Power 64.0 - 96.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +27 Con +16 Wil dps ---------- Phys.pwr +19 (+4 eff.) Res.pen +21% physical ----- def ----- Max.HP +96.00 Disarm- +49% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 40% Wil, 130% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) 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 T5 greatsword 2H weapon [Ego+] Arcane/Nature Power 65.5 - 104.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +21 temporal On Crit.r2 +52 fire While equipped: dps ---------- All.spd +11% Res.pen +20% fire ----- def ----- Resists +20% temporal Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Nature/Master Power 60.5 - 96.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +45 acid +56 nature While equipped: dps ---------- Phys.crit +14.0% Crit.mult +35.00% Res.pen +17% acid +14% nature Apr +28 Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 51.0 - 81.6 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 cold Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Nature Power 36.0 - 57.6 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 nature Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego++] Arcane/Nature Power 64.5 - 103.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 57 cold damage (1/turn) While equipped: Stats +17 Wil +10 Con dps ---------- Dmg.mod +24% cold Res.pen +33% cold ----- def ----- Max.HP +58.00 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego] Arcane/Master Power 59.0 - 94.4 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit.r1 +21 fire Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Arcane/Master Power 62.0 - 99.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 4 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 18 While equipped: ----- def ----- Disease- +27% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 77.5 - 124.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +20 (+5 eff.) Apr +19 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Random Unique] Nature/Disrupt Power 62.5 - 100.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +16 cold On Hit.r1 +8 cold On Crit.r2 +90 fire On Hit: * 14% chance to slow global speed by 67% While equipped: Stats +16 Str +19 Dex +16 Mag +13 Wil +17 Cun +16 Con dps ---------- All.spd +15% Dmg.mod +21% acid Res.pen +31% fire ----- def ----- Resists +9% acid +6% cold Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 63.5 - 101.6 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +19% all Acc +21 (+6 eff.) Apr +19 Massive two-handed swords. |
![]() 4.0 T4 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 On Hit.r1 +8 arcane While equipped: Stats +13 Str +12 Dex +11 Mag +11 Wil +11 Cun +14 Con dps ---------- Phys.crit +8.0% Phys.pwr +20 (+4 eff.) Dmg.mod +15% arcane +6% mind Res.pen +10% arcane Acc +14 (+4 eff.) Melee Ret 8 mind Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 Proj.spd +221% Ranged+ +29 cold While equipped: Stats +11 Str +2 Con dps ---------- Phys.pwr +23 (+4 eff.) Dmg.mod +42% physical +32% cold +32% temporal Res.pen +21% temporal +42% physical ----- def ----- Armour +8 ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego+] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 On Hit: 10% Arcane Vortex 3 While equipped: Stats +11 Mag dps ---------- Spell.pwr +17 (+8 eff.) Dmg.mod +14% arcane Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Ego++] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +8 Mag dps ---------- Phys.crit +20.0% Dmg.mod +23% physical +12% temporal Res.pen +20% physical +12% temporal Acc +18 (+5 eff.) ---------- misc Reload +5 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Arcane/Master Power 43.0 - 60.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 5 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 18 While equipped: dps ---------- Phys.crit +11.0% Crit.mult +18.00% Apr +11 ----- def ----- Disease- +35% Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Ego++] Master Power 42.5 - 59.5 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Con dps ---------- Phys.crit +13.0% Phys.pwr +14 (+3 eff.) Res.pen +14% physical ----- def ----- Disarm- +27% Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Rare] Master Power 44.5 - 62.3 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Str +3 Mag +12 Con dps ---------- Phys.pwr +20 (+4 eff.) Dmg.mod +9% physical Res.pen +15% physical Acc +35 (+8 eff.) Apr +15 ----- def ----- Resists +4% physical Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Ego+] Arcane/Master Power 60.0 - 84.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 5 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 18 While equipped: ----- def ----- Disease- +13% Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 16.0 - 17.6 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Cun dps ---------- Mind.crit +5% Crit.mult +22.00% Mind.pwr +10 (+3 eff.) Melee+ 15 physical Dmg.mod +16% physical Res.pen +20% physical ----- def ----- Resists +14% physical 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 [Ego+] Nature/Disrupt Power 16.0 - 17.6 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Against +27% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) 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 [Ego+] Nature Power 17.5 - 19.3 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 11 cold Dmg.mod +11% cold Res.pen +15% cold ----- def ----- Armour +20 Resists +17% cold Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Ego+] Nature Power 14.0 - 15.4 Nature Uses 90% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 14 physical Dmg.mod +12% physical Res.pen +17% physical ----- def ----- Resists +15% physical 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. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Res.pen +12% all Acc +18 (+5 eff.) Apr +8 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Master Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: dps ---------- Phys.crit +16.0% Acc +23 (+6 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego+] Arcane/Nature Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +15 acid On Crit.r2 +15 lightning +17 cold While equipped: dps ---------- Mov.spd +50% Dmg.mod +9% acid Res.pen +18% lightning +14% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Shoot [Ego++] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 On Hit: 10% Shoot 1 While equipped: Stats +5 Mag dps ---------- Dmg.mod +11% physical +8% temporal Res.pen +14% physical +10% temporal ---------- misc Reload +5 Masteries +0.20 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon [Rare] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+5 eff.) Dmg.mod +6% arcane +19% cold ----- def ----- Armour +2 Resists +9% temporal Heal.mod +20% Disarm- +20% ---------- misc Mana/turn +0.08 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Wil +6 Mag dps ---------- Spell.crit +14% Spell.pwr +34 (+14 eff.) Dmg.mod +30% light ---------- misc Vim/s.crit +3.00 Max.mana +43.00 Max.vim +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Wil +5 Mag dps ---------- Spell.crit +5% Spell.pwr +23 (+10 eff.) Dmg.mod +30% light ---------- misc Max.mana +42.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Wil +4 Mag dps ---------- Spell.crit +5% Spell.pwr +24 (+10 eff.) Dmg.mod +30% fire ---------- misc Max.mana +71.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +22 (+10 eff.) Dmg.mod +30% darkness Phasing +22% ----- def ----- Defense +18 (+6 eff.) Resists +15% darkness Shield.pwr +8% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +18 (+8 eff.) Dmg.mod +30% darkness Phasing +22% ----- def ----- Defense +18 (+6 eff.) Shield.pwr +15% Phys.save +10 (+2 eff.) Spell.save +13 (+3 eff.) Mind.save +14 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane/Nature Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +25 (+11 eff.) Dmg.mod +30% lightning +30% cold +30% arcane +30% fire ----- def ----- Defense +9 (+3 eff.) ---------- 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 77.65 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +30.00% Spell.pwr +23 (+10 eff.) Melee+ 34 fire Dmg.mod +30% fire ---------- misc See.Invis +19 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon Reqs Mag 48 [Ego+] Master Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +8% Phys.pwr +9 (+2 eff.) Spell.pwr +23 (+10 eff.) Dmg.mod +30% blight Acc +13 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Power 35.0 - 42.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +19 (+9 eff.) Dmg.mod +35% light Res.pen +18% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon Reqs Mag 48 [Ego+] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+7 eff.) Dmg.mod +30% blight ----- def ----- Resists +15% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 trident 2H weapon [Unique] Nature Power 80.0 - 112.0 Physical Uses 40% Wil, 140% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+3 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+4 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 3.0 Pwr.cost 60 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 248.41. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T5 waraxe 1H weapon [Ego] Master Power 50.0 - 70.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Acc +13 (+4 eff.) ----- def ----- Defense +15 (+5 eff.) Disarm- +38% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane Power 39.5 - 55.3 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * Create an explosion dealing 57 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +19% fire Res.pen +22% fire One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 40.0 - 56.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +11 fire On Crit: * Wound the target dealing 362 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +8 (+2 eff.) One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 39.5 - 55.3 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +20 fire While equipped: dps ---------- Res.pen +13% all Acc +17 (+5 eff.) Apr +12 One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% fire On Hit (Melee): * 20% chance to slow global speed by 67% ----- def ----- Resists +7% acid +3% temporal +7% lightning +24% fire +5% arcane +10% cold A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T5 belt armor [Unique] Psionic While equipped: ----- def ----- Fatigue +5% Resists +30% lightning Stun/Frz- +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T5 belt armor [Ego+] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +11.0% Mind.crit +12% ----- def ----- Max.HP +70.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego] Nature/Master While equipped: dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Resists +11% lightning +15% temporal Spell.save +13 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% arcane +6% nature Res.pen +25% cold +25% arcane +10% nature Melee Ret 4 nature ----- def ----- Defense +2 (+1 eff.) Resists +21% darkness +18% temporal Def/telep +19 Res/telep +13% Dur/telep +22% 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 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +18% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Armour +9 Defense +2 (+1 eff.) Resists +15% lightning +15% cold Def/telep +15 Res/telep +15% Dur/telep +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] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +10% temporal ----- def ----- Defense +10 (+3 eff.) Resists +20% temporal Res.Cap +10% temporal Phys.save +20 (+4 eff.) Spell.save +20 (+4 eff.) Mind.save +20 (+5 eff.) Confus- +40% ---------- misc Masteries +0.10 Chronomancy/Timeline Threading +0.10 Spell/Divination +0.10 Chronomancy/Chronomancy See the Threads: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: You peer into three possible futures, allowing you to explore each for 2 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Res.pen +5% mind On Hit (Melee): * 10% chance to slow global speed by 67% ----- def ----- Defense +3 (+1 eff.) Resists +3% lightning +6% temporal +17% blight +9% cold +11% nature Max.HP +55.00 HP.reg +6.00 Heal.mod +18% 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+] Arcane/Master While equipped: ----- def ----- Defense +9 (+3 eff.) Resists +10% darkness +14% temporal Phys.save +7 (+1 eff.) Def/telep +15 Res/telep +12% Dur/telep +10% 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 [Ego++] Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Resists +17% nature +14% blight Phys.save +12 (+2 eff.) Mind.save +14 (+4 eff.) Die.at -50.00 life HP.reg +9.00 Heal.mod +13% 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] Master While equipped: Stats +2 Str +1 Con ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+2 eff.) Send out a range 5 beam of kinetic energy, dealing 44.80 to 56.00 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +15% cold +7% all ---------- misc Masteries +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: dps ---------- Spell.pwr +15 (+7 eff.) Dmg.mod +13% all ----- def ----- Resists +6% lightning +10% darkness +11% light +9% blight +10% fire +10% cold +15% all Phys.save +16 (+3 eff.) Spell.save +34 (+7 eff.) Mind.save +20 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +10 (+3 eff.) Dmg.mod +23% mind +15% light Res.pen +20% mind ----- def ----- Resists +22% light +15% all ---------- misc Psi/turn +0.54 Max.psi +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +12 Mag +5 Wil dps ---------- Spell.pwr +10 (+5 eff.) S.pwr/crit +6 Dmg.mod +26% light ----- def ----- Armour +6 Defense +5 (+2 eff.) Resists +14% light +12% darkness +15% all Max.HP +64.00 Silence- +37% ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane/Nature While equipped: Stats +10 Mag dps ---------- Dmg.mod +30% light ----- def ----- Armour +6 Defense +6 (+2 eff.) Resists +17% blight +12% light +15% darkness +15% all Max.HP +145.00 HP.reg +3.40 Heal.mod +25% ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +8 Con dps ---------- Dmg.mod +27% nature ----- def ----- Resists +20% blight +15% all Max.HP +61.00 HP.reg +4.80 Heal.mod +27% Poison- +27% Disease- +50% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Dmg.mod +3% nature +12% light Res.pen +5% light ----- def ----- Armour +3 Fatigue +2% Crit.dmg- 15.00% Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Unique] Unknown While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+5 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +8% Resists +10% blight Spell.save +10 (+2 eff.) Max.HP +80.00 HP.reg -0.20 Spit Blight: Level 3.0 Pwr.cost 10 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit blight at your target doing 195.27 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
![]() 3.0 T5 feet armor [Ego+] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +7 (+4 eff.) Dmg.mod +9% acid +9% blight ----- def ----- Armour +5 Fatigue +4% Disease- +47% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +4 Mag +4 Wil +3 Con dps ---------- Spell.crit +5% ----- def ----- Armour +5 Fatigue +4% ---------- misc Mana/turn +0.41 Max.mana +48.00 Rush: Puts all charms on 25 cooldown Level 2.6 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Random Unique] Master While equipped: dps ---------- Phys.pwr +30 (+5 eff.) Melee Ret 6 mind ----- def ----- Armour +12 Defense +15 (+5 eff.) ---------- misc Stam/turn +1.10 Equi/ret +0.16 Max.stam +27.00 Infravis +6 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 35% chance to evade melee and ranged attacks and 39 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +4 (+1 eff.) Res.pen +13% physical ----- def ----- Armour +10 Resists +8% acid +10% fire +15% cold +11% lightning A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Ego+] Master While equipped: ----- def ----- Armour +10 Fatigue +3% Resists +7% acid +7% fire +7% cold +7% 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 [Ego+] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +12 Fatigue +3% Resists +8% acid +8% fire +7% cold +8% lightning Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Con dps ---------- Res.pen +15% darkness +16% temporal ----- def ----- Armour +5 Resists +20% darkness +25% temporal Phys.save +17 (+3 eff.) Mind.save +23 (+6 eff.) Def/telep +24 Res/telep +17% Dur/telep +23% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Con dps ---------- Res.pen +12% darkness +12% temporal ----- def ----- Armour +3 Resists +15% darkness +12% temporal Phys.save +16 (+3 eff.) Mind.save +15 (+4 eff.) Def/telep +16 Res/telep +13% Dur/telep +17% A pair of boots made of leather. |
![]() 1.5 T2 hands armor [Rare] Nature While equipped: Stats +6 Wil dps ---------- Melee+ 5 acid Dmg.mod +7% acid ----- def ----- Armour +2 Fatigue +3% Resists +6% acid +5% arcane Die.at -40.00 life Heal.mod +15% Silence- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T4 hands armor [Rare] Arcane While equipped: Stats +7 Cun +2 Wil dps ---------- Mind.crit +1% Melee+ 15 blight Dmg.mod +11% blight On Hit (Melee): * 20% chance to reduce all saves and defense by 39 ----- def ----- Armour +3 Resists +9% blight +15% mind Mind.save +9 (+3 eff.) ---------- misc Max.hate +8.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T4 hands armor [Rare] Arcane While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +15 (+4 eff.) Melee+ 14 darkness Dmg.mod +8% darkness Res.pen +20% darkness +10% mind ----- def ----- Armour +3 Resists +13% darkness Mind.save +12 (+3 eff.) ---------- misc Equi/ret +0.20 Psi/ret +0.16 Max.psi +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.5 T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+1 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() 1.0 T4 hands armor [Rare] Arcane While equipped: Stats +8 Dex +4 Mag dps ---------- Melee+ 6 blight Dmg.mod +9% blight +9% mind Res.pen +25% fire ----- def ----- Armour +3 Resists +8% blight ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T4 hands armor [Ego+] Master/Psionic While equipped: Stats +8 Cun +6 Dex dps ---------- Acc +9 (+3 eff.) Apr +12 ----- def ----- Armour +3 Fatigue +5% HP.reg +7.00 ---------- misc Stam/turn +1.50 Max.stam +29.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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). Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex ----- def ----- Armour +1 Fatigue +1% Resists +15% lightning +12% temporal +12% darkness Crit.dmg- 15.00% Phys.save +3 (+0 eff.) ---------- misc Infravis +3 See.Invis +3 A cap made of leather. |
![]() 2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +9 Str +11 Dex +4 Wil dps ---------- Apr +3 ----- def ----- Armour +14 Fatigue +5% Resists +13% acid +12% fire +15% cold +14% lightning Mind.save +12 (+3 eff.) ---------- misc Light +2 A cap made of leather. |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+5 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+7 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." |
![]() 3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane +6% nature ----- def ----- Armour +8 Fatigue +4% Resists +22% lightning +8% temporal Teleport- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego+] Arcane/Nature While equipped: dps ---------- Dmg.mod +28% acid +10% cold +9% fire +11% arcane +10% lightning ----- def ----- Defense +3 (+1 eff.) Resists +25% acid A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor [Ego++] Master While equipped: Stats +5 Str +2 Dex +3 Cun dps ---------- Apr +5 ----- def ----- Armour +4 Fatigue +4% 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 1027.1 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +10 Str +8 Cun dps ---------- Acc +12 (+3 eff.) On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +11 (+4 eff.) Fatigue +5% 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 1027.1 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego++] Master While equipped: Stats +3 Str +8 Dex +4 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Resists +19% darkness ---------- misc Infravis +6 A cap made of leather. |
![]() 3.0 T5 head armor [Ego+] Master While equipped: ----- def ----- Armour +12 Defense +6 (+2 eff.) Fatigue +5% Resists +5% all Phys.save +14 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun +4 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +8% acid +6% fire +7% cold +8% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Ego+] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +13% acid +13% fire +13% cold +12% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Random Unique] Arcane/Master While equipped: Stats +3 Wil dps ---------- Spell.pwr +7 (+4 eff.) Dmg.mod +9% acid +9% fire +6% cold +8% arcane +10% lightning ----- def ----- Defense +3 (+1 eff.) Resists +12% lightning +5% arcane +9% blight Phys.save +10 (+2 eff.) Stun/Frz- +20% ---------- misc Mana/turn +0.70 Mana/ret +2.20 Max.mana +93.00 Manaflow: Puts all charms on 40 cooldown Level 1.0 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 9 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+] Arcane While equipped: Stats +10 Con +5 Mag dps ---------- Dmg.mod +12% arcane ----- def ----- Defense +3 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +10 Fatigue +5% ---------- misc Infravis +3 A cap made of leather. |
![]() 3.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T5 head armor [Ego++] Nature/Master While equipped: Stats +7 Lck +7 Wil dps ---------- Phys.crit +5.0% Spell.crit +7% Mind.crit +6% ----- def ----- Armour +5 Fatigue +5% Resists +12% blight Mind.save +15 (+4 eff.) A cap made of leather. |
![]() 14.0 T4 heavy armor [Random Unique] Arcane/Master While equipped: Stats +3 Wil +1 Mag ----- def ----- Armour +22 Defense +4 (+1 eff.) Fatigue +3% Resists +12% acid +23% temporal +5% physical +9% cold +9% fire +9% lightning Phys.save +11 (+2 eff.) Die.at -40.00 life ---------- misc Max.stam +20.00 Light +1 See.Invis +12 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Armour +11 Defense +3 (+1 eff.) Fatigue +12% Resists +9% acid +7% cold Crit.dmg- 10.00% Disease- +10% Disarm- +20% ---------- misc Breathe water 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 +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst 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 T3 heavy armor [Rare] Master While equipped: Stats +4 Str +2 Wil +3 Cun dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +10 Defense +3 (+1 eff.) Fatigue +12% Resists +20% cold +2% physical A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Ego+] Master While equipped: Stats +5 Str +7 Con ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +30% fire Max.HP +72.00 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Ego++] Master While equipped: Stats +6 Str +3 Con ----- def ----- Armour +15 Defense +5 (+2 eff.) Fatigue +4% Phys.save +12 (+2 eff.) Max.HP +71.00 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Ego++] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +24 Defense +16 (+5 eff.) Fatigue +12% Resists +7% acid +7% physical +11% fire +8% cold +11% lightning Mind.save +21 (+6 eff.) A suit of armour made of mail. |
![]() 14.0 T4 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +19% fire +10% light +11% darkness A suit of armour made of mail. |
![]() 14.0 T3 heavy armor [Ego++] Arcane/Master While equipped: Stats +6 Str dps ---------- Melee+ 11 acid 16 fire Melee Ret 10 acid 10 fire ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +13% acid +6% physical +13% darkness +10% fire ---------- 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 25 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Wil dps ---------- Mind.crit +3% Mind.pwr +15 (+4 eff.) On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Armour +10 Defense +5 (+2 eff.) Fatigue +12% Resists +13% blight +7% mind +14% light +33% darkness Mind.save +13 (+4 eff.) ---------- misc Max.hate +6.00 Light +2 A suit of armour made of mail. |
![]() 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 (+4 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 [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+7 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+5 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Celestial/Sunlight +0.10 Spell/Wildfire +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 115.50 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T2 light armor [Rare] Master While equipped: dps ---------- Melee Ret 4 acid ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +17% acid +3% physical +6% darkness Crit.dmg- 5.00% Max.HP +20.00 Cut- +20% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego+] Master While equipped: Stats +7 Cun +9 Dex ----- def ----- Armour +16 Defense +19 (+6 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Rare] Nature While equipped: Stats +7 Wil ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +3% cold Mind.save +15 (+4 eff.) Max.HP +37.00 Disease- +20% A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +15% light +18% darkness +8% mind Mind.save +25 (+7 eff.) A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +18.00% Phys.pwr +9 (+2 eff.) ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% HP.reg +7.60 ---------- misc Stam/turn +2.40 A suit of armour made of leather. |
![]() 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Melee Ret 30 physical ----- def ----- Armour +30 Fatigue +25% Resists +20% physical Phys.save +15 (+3 eff.) HP.reg +0.00 Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 352.80 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 25 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() 17.0 T3 massive armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +20.00% Mind.pwr +15 (+4 eff.) Res.pen +10% arcane ----- def ----- Armour +11 Fatigue +22% Resists +23% lightning ---------- misc Mana/s.crit +2.00 Max.psi +20.00 A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% cold Res.pen +20% acid On Hit (Melee): * 20% chance to slow global speed by 67% * 20 arcane resource burn ----- def ----- Armour +9 Fatigue +22% Resists +29% acid +9% fire +6% cold 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 (+3 eff.) Mind.save +25 (+7 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 10 Armour, 15 Defense and your attacks will gain 38% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. 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 T4 massive armor [Unique] Master While equipped: Stats +15 Con ----- def ----- Armour +50 Hardiness +15% Fatigue +35% Phys.save +45 (+9 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 T3 massive armor [Rare] Master While equipped: ----- def ----- Armour +11 Defense +25 (+8 eff.) Fatigue +22% Resists +27% lightning +6% acid +3% nature +3% mind Pinning- +20% Knockbk- +20% Teleport- +10% A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor [Ego] Arcane While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +6% arcane Spell.save +17 (+4 eff.) A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Ego+] Master/Psionic While equipped: Stats +7 Cun +7 Wil ----- def ----- Armour +16 Fatigue +22% Resists +26% lightning Mind.save +20 (+5 eff.) A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Ego] Master While equipped: ----- def ----- Armour +22 Fatigue +22% Resists +24% fire A suit of armour made of metal plates. |
![]() 17.0 T1 massive armor [Ego] Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +16% lightning A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +13 Fatigue +22% Resists +15% blight +20% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Ego+] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +13 Fatigue +22% Resists +21% blight +26% fire +19% darkness ---------- misc Light +2 A suit of armour made of metal plates. |
![]() 17.0 T4 massive armor [Ego++] Nature While equipped: Stats +4 Wil ----- def ----- Armour +13 Fatigue +22% Resists +10% acid +8% physical +20% darkness +11% blight +9% fire +5% cold +9% lightning Disarm- +27% Stun/Frz- +27% Knockbk- +23% ---------- misc Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Str dps ---------- Melee Ret 18 fire ----- def ----- Armour +10 Fatigue +8% Resists +16% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +15 Fatigue +8% Resists +13% acid +12% fire +8% cold +10% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 40% Wil, 50% Str, 40% Mag 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +120 Crit +6.0% Capacity 0 On Hit: 15% Spatial Tether 1 On Hit: 15% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T5 arrow ammo [Ego+] Arcane/Master Power 59.0 - 82.6 Physical Uses 40% Wil, 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +36 Crit +15.0% Capacity 20 Proj.spd +200% On Crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego] Nature/Master Power 56.0 - 78.4 Physical Uses 40% Wil, 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Acc +21 Apr +18 Crit +3.0% Capacity 19 Ranged+ +48 fire On Crit.r2 +20 fire Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Ego+] Arcane Power 56.5 - 79.1 Physical Uses 40% Wil, 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 19 On Hit: 20% Curse of Defenselessness 5 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 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. |
![]() 0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (-4 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+2 eff.) Spell.pwr +16 (+8 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Defense +7 (+2 eff.) Resists +9% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Cooldown Chill of the Tomb -2 Release a will o' the wisp that will explode against your foes for 238 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(118 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 222.00 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Defense +15 (+5 eff.) Resists +6% blight +9% fire Mind.save +8 (+2 eff.) ---------- misc Light +4 See.Stealth +10 See.Invis +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T3 lite [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Spell.pwr +12 (+6 eff.) ----- def ----- Resists +7% blight +8% darkness ---------- misc Light +6 Infravis +4 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 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 31 blight damage or heals 46 life. Creatures standing in the retch also have 5% 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. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T5 lite [Ego++] Arcane/Psionic While equipped: Stats +6 Mag dps ---------- Spell.pwr +16 (+8 eff.) ----- def ----- Defense +14 (+5 eff.) Phys.save +15 (+3 eff.) Spell.save +16 (+4 eff.) Mind.save +19 (+5 eff.) ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego++] Arcane/Master While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+3 eff.) Res.pen +7% all Apr +12 ----- def ----- Resists +10% blight +11% darkness ---------- misc Light +6 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 1.0 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 31 blight damage or heals 46 life. Creatures standing in the retch also have 5% 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. When you stand in your own retch your racial -20% global speed is cancelled. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 T5 lite [Ego+] Nature While equipped: Stats +4 Con ----- def ----- Resists +10% blight Max.HP +66.00 HP.reg +14.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 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 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. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life 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 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 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 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T5 shot ammo [Rare] Nature Power 53.0 - 63.6 Physical Uses 40% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 20 Proj.spd +200% Ranged+ +8 lightning +22 darkness +12 cold +8 acid On Hit.r1 +22 acid +12 cold On Crit.r2 +22 lightning +12 cold +12 darkness On Hit: * 22% chance to reduce damage dealt by 31% * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 258 physical damage Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego++] Master Power 72.0 - 86.4 Physical Uses 40% Wil, 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +13 Crit +25.0% Capacity 19 Proj.spd +200% On Crit: * Wound the target dealing 362 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo [Ego+] Psionic Power 53.0 - 63.6 Physical Uses 40% Wil, 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
![]() 2.0 T5 torque charm [Ego] Psionic Blast the opponent's mind dealing 374 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking enemies back 12 spaces and dealing 426 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T5 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 153 lightning damage and will be dazed for 1 turn (767 total damage) Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 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. |
Achievements
By Burlock the Dwarf Berserker level 33
16th Wealth 123rd year of Ascendancy at 21:40 see stats
By Burlock the Dwarf Berserker level 50
25th Loss 124th year of Ascendancy at 23:01 see stats
By Burlock the Dwarf Berserker level 33
3rd Dearth 123rd year of Ascendancy at 11:34 see stats
By Burlock the Dwarf Berserker level 33
5th Wealth 123rd year of Ascendancy at 01:18 see stats
By Burlock the Dwarf Berserker level 38
32nd Steel 124th year of Ascendancy at 16:45 see stats
By Burlock the Dwarf Berserker level 38
37th Steel 124th year of Ascendancy at 18:40 see stats
By Burlock the Dwarf Berserker level 46
24th Profit 124th year of Ascendancy at 23:21 see stats
By Burlock the Dwarf Berserker level 37
30th Steel 124th year of Ascendancy at 01:20 see stats
By Burlock the Dwarf Berserker level 35
15th Dearth 123rd year of Ascendancy at 10:08 see stats
By Burlock the Dwarf Berserker level 46
15th Dearth 124th year of Ascendancy at 13:18 see stats
By Burlock the Dwarf Berserker level 8
28th Voratun 122nd year of Ascendancy at 04:34 see stats
By Burlock the Dwarf Berserker level 50
10th Shortage 124th year of Ascendancy at 04:25 see stats
By Burlock the Dwarf Berserker level 47
23rd Dearth 124th year of Ascendancy at 20:56 see stats
By Burlock the Dwarf Berserker level 36
18th Dearth 123rd year of Ascendancy at 15:41 see stats
By Burlock the Dwarf Berserker level 45
21st Profit 124th year of Ascendancy at 20:38 see stats
By Burlock the Dwarf Berserker level 18
29th Dearth 122nd year of Ascendancy at 06:58 see stats
By Burlock the Dwarf Berserker level 27
17th Profit 123rd year of Ascendancy at 01:38 see stats
By Burlock the Dwarf Berserker level 50
17th Shortage 124th year of Ascendancy at 21:10 see stats
By Burlock the Dwarf Berserker level 47
23rd Dearth 124th year of Ascendancy at 22:04 see stats
By Burlock the Dwarf Berserker level 34
13rd Dearth 123rd year of Ascendancy at 17:53 see stats
By Burlock the Dwarf Berserker level 17
18th Wealth 122nd year of Ascendancy at 16:43 see stats
By Burlock the Dwarf Berserker level 40
38th Steel 124th year of Ascendancy at 18:15 see stats
By Burlock the Dwarf Berserker level 10
14th Profit 122nd year of Ascendancy at 21:45 see stats
By Burlock the Dwarf Berserker level 20
25th Loss 122nd year of Ascendancy at 13:47 see stats
By Burlock the Dwarf Berserker level 30
42nd Profit 123rd year of Ascendancy at 21:17 see stats
By Burlock the Dwarf Berserker level 40
38th Steel 124th year of Ascendancy at 12:28 see stats
By Burlock the Dwarf Berserker level 50
2nd Loss 124th year of Ascendancy at 13:54 see stats
By Burlock the Dwarf Berserker level 50
12nd Shortage 124th year of Ascendancy at 15:53 see stats
By Burlock the Dwarf Berserker level 26
8th Profit 123rd year of Ascendancy at 16:20 see stats
By Burlock the Dwarf Berserker level 25
31st Voratun 123rd year of Ascendancy at 01:14 see stats
By Burlock the Dwarf Berserker level 20
16th Steel 123rd year of Ascendancy at 08:57 see stats
By Burlock the Dwarf Berserker level 36
19th Dearth 123rd year of Ascendancy at 15:16 see stats
By Burlock the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 13:34 see stats
By Burlock the Dwarf Berserker level 33
5th Wealth 123rd year of Ascendancy at 00:41 see stats
By Burlock the Dwarf Berserker level 10
16th Profit 122nd year of Ascendancy at 18:00 see stats
By Burlock the Dwarf Berserker level 50
10th Shortage 124th year of Ascendancy at 22:28 see stats
By Burlock the Dwarf Berserker level 46
25th Profit 124th year of Ascendancy at 10:01 see stats
By Burlock the Dwarf Berserker level 18
24th Dearth 122nd year of Ascendancy at 02:21 see stats
By Burlock the Dwarf Berserker level 41
14th Gold 124th year of Ascendancy at 17:46 see stats
By Burlock the Dwarf Berserker level 20
16th Steel 123rd year of Ascendancy at 18:38 see stats
By Burlock the Dwarf Berserker level 31
45th Profit 123rd year of Ascendancy at 05:03 see stats
By Burlock the Dwarf Berserker level 20
25th Loss 122nd year of Ascendancy at 20:59 see stats
By Burlock the Dwarf Berserker level 28
33rd Profit 123rd year of Ascendancy at 07:25 see stats
By Burlock the Dwarf Berserker level 32
4th Wealth 123rd year of Ascendancy at 04:17 see stats
Log
Orc necromancer's Rigor Mortis hits Burlock for 523 darkness damage.
Burlock casts Rune: Blink.
Burlock casts Rune: Blink.
Burlock slams his Blighted Maul into the ground, sending out a shockwave!
Skeleton master archer is knocked back!
Skeleton warrior is knocked back!
Burlock hits Something for 383 fire, 238 cold, 383 lightning, 459 arcane (1462 total damage).
Burlock hits Skeleton master archer for 383 fire, 238 cold, 383 lightning, 459 arcane (1463 total damage).
Burlock hits Something for 96 fire, 206 healing, 182 cold, 283 lightning, 321 arcane (882 total damage) [206 healing].
Burlock hits Something for (236 absorbed), 0 fire, (348 absorbed), 0 cold, (345 absorbed), 0 lightning, (157 absorbed), 303 arcane (303 total damage).
Burlock hits Something for (383 stormshielded), 0 fire, (383 stormshielded), 0 cold, (286 stormshielded), 0 lightning, (459 stormshielded), 0 arcane (0 total damage).
Burlock hits Something for 383 fire, 238 cold, 383 lightning, 459 arcane (1463 total damage).
Burlock hits Skeleton warrior for 383 fire, 383 cold, 383 lightning, 459 arcane (1607 total damage).
Burlock hits Something for 383 fire, 242 cold, 343 lightning, 459 arcane (1427 total damage).
Burlock hits Something for 301 fire, 298 cold, 345 lightning, 407 arcane (1351 total damage).
Skeleton master archer shoots!
Skeleton master archer's Shoot hits Burlock for 14 physical damage.
Skeleton warrior hits Burlock for 110 physical damage.
Melee retaliation hits Skeleton warrior for 1 fire, 1 cold, 1 lightning, 2 arcane, 35 healing (5 total damage) [35 healing].
Burlock uses Execution.
Burlock performs a melee critical strike against Skeleton master archer!
Burlock's Blighted Maul shakes the ground with its impact!
Burlock hits Skeleton master archer for 184 fire, 115 cold, 184 lightning, 221 arcane, 736 fire (1440 total damage).
Burlock hits Something for (219 absorbed), 0 fire, (139 absorbed), 0 cold, (197 absorbed), 0 lightning, (263 absorbed), 0 arcane (0 total damage).
Talent Infusion: Regeneration is ready to use.
Burlock killed Skeleton master archer!
Skeleton warrior hits Burlock for 121 physical damage.
Melee retaliation hits Skeleton warrior for 1 fire, 1 cold, 1 lightning, 2 arcane, 35 healing (5 total damage) [35 healing].
Saving game...