Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers With All Races 1.5.10Adds all races available in the Arena campaign to the Orcs campaign. You will still need to have a race unlocked in order to play it in the Orcs campaign. This should work for all DLC races and most addon races, assuming they are not implemented in an unusual way and their addon weight is lower than that of this addon (200000). Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Astromancer Class 1.5.0A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals. Their main resource is negative energy, which they generate by summoning and some other spells, and spent by others. This mod should be compatible with just about everything.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0 Wall Clock 1.3.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possession type unlock 1.5.8Removes the creature type limit of Possession. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Embers Empyreal 1.4.0Adds the Empyreal class, using gravity and the new celestial trees from Embers. Errors without it. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack. That said, I don't think the Empyreal is working correctly, and it might be beyond my abilities to fix it. Sorry! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.5.4Donators/Buyers bonus! Inferno Race Pack 1.4.0Adds a collection of my races. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Mindstar and Staff Combat Access 1.3.1I was irked that Mindslayers need to burn a good chunk of cash to open Mindstar Training, which seems like a Talent track they should have open out of the gate. Same with staff-using mages and Staff Combat. So I figured out how to fix it and did! Items Vault 1.5.0Donators/Buyers bonus! Proper Possession 1.5.0
Frequently Asked Questions: Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Exponential Leveling 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Infinite Cat Points 1.4.0One Cat Point per level. Inferno Race Patch for ID and Arena 1.5.5A patch to allow races added by the Inferno Race Pack addon to be created in the Arena and Infinite Dungeon. Requires astralInferno's Inferno Race Pack (or one of the addons which adds these races seperately) to have any effect. Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Superhuman |
Class | Astromancer |
Level / Exp | 49 / 39% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 74 (base 10) |
Dexterity | 102 (base 51) |
Constitution | 116 (base 60) |
Magic | 110 (base 60) |
Willpower | 116 (base 60) |
Cunning | 121 (base 60) |
Resources
Mana | 743/743 |
Equilibrium | 20 |
Life | 21141/21141 |
Positive | 174/174 |
Stamina | 495/495 |
Negative | 233/240 |
Healing Factor | 1.8559440559441 |
Regeneration | 1221.3967832168 |
Speed
Mental | +58% |
Attack | +48% |
Movement | +688% |
Spell | +48% |
Global | +254% |
Vision
Sight | 12 |
Lite | 12 |
Infravision | 13 |
See Stealth | 19 |
See Invisible | 33 |
Offense: Mainhand
Damage | 343 |
Accuracy | 64 |
Crit Chance | 126% |
APR | 8 |
Speed | 0.63 |
Offense: Spell
Spellpower | 222 |
Crit Chance | 100% |
Speed | 0.67567567567568 |
Offense: Mind
Mindpower | 226 |
Crit Chance | 100% |
Speed | 0.67567567567568 |
Offense: Damage Bonus
Blight | +12% |
Arcane | +27% |
Mind | +15% |
All | +6% |
Darkness | +23% |
Light | +94% |
Physical | +2% |
Lightning | +77% |
Fire | +143% |
Nature | +13% |
Offense: Damage Penetration
Acid | +10% |
Light | +5% |
Blight | +20% |
Arcane | +20% |
Fire | +5% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 180.43858009696 (30%) |
Defense | 91 |
Ranged Defense | 94 |
Fatigue | 4 |
Physical Save | 81 |
Spell Save | 74 |
Mental Save | 115 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 37%( 70%) |
Arcane | + 37%( 70%) |
Mind | + 22%( 70%) |
All | + 8%( 70%) |
Physical | + 9%( 70%) |
Lightning | + 51%( 70%) |
Light | + 32%( 70%) |
Temporal | + 42%( 70%) |
Cold | + 11%( 70%) |
Darkness | + 45%( 70%) |
Fire | + 25%( 70%) |
Nature | + 37%( 70%) |
Defense: Immunities
Stun Resistance | 36% |
Confusion Resistance | 100% |
Poison Resistance | 35% |
Blind Resistance | 100% |
Silence Resistance | 54% |
Bleed Resistance | 5% |
Disarm Resistance | 49% |
Instadeath Resistance | 100% |
Knockback Resistance | 5% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 250 damage for 25 turns. |
Class Talents
Cunning / Tactical | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Luxam | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Meteor | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Ponx | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Kolal | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Terrestrial Unity | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Celestial / Chants | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Stone alchemy | 0.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Light | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Through The Crowd |
talent | Fiery Hands |
talent | Voltaic Storm |
talent | Range Amplification Device |
talent | Inner Power |
talent | Elemental Harmony |
talent | Defensive Posture |
talent | Exploit Weakness |
talent | Chant of Fortitude |
talent | Shock Hands |
beneficial effect | Increases physical save, spell save, and mental save by 20. Global speed increased by 6%. Through The Crowd |
beneficial effect | 1 stacks, +3% resist all. Planetary Charge: Luxam |
beneficial effect | When hit you turn into pure lightning and reappear near where you where, ignoring the blow. Elemental Surge: Lightning |
beneficial effect | The target's spellpower has been increased by 21. Spellsurge |
beneficial effect | Countering melee attacks: Has a 62% chance to get an automatic counter attack when avoiding a melee attack. (2.4 counters remaining) Counter Attacking |
beneficial effect | 2 stacks, +30% healing mod. Planetary Charge: Ponx |
Quests
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 |
You successfully escorted the lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +1. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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. | active |
Equipment
On feet | Aeritta the pair of rough leather boots (0 def, 6 armour) Aeritta the pair of rough leather boots (0 def, 6 armour)2.0 T1 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Res.pen +15% arcane Melee Ret 8 arcane 16 mind ----- def ----- Armour +6 Fatigue -4% Resists +12% mind +5% arcane Phys.save +6 (+1 eff.) Silence- +24% Confus- +24% Stun/Frz- +21% ---------- misc Max.enc +23 Infravis +2 A pair of boots made of leather. |
Quiver | 123 alchemist agate 123 alchemist agate0.0 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. |
Light source | Betada Betada1.0 T3 lite [Random Unique] Master/Psionic While equipped: Stats +5 Wil dps ---------- Mind.crit +7% Mind.pwr +6 (+1 eff.) Dmg.mod +6% blight +9% mind +6% arcane Res.pen +20% blight Melee Ret 4 arcane On Hit (Melee): * 20% chance to disease ----- def ----- Resists +6% blight Mind.save +4 (+1 eff.) Blind- +30% Confus- +12% ---------- misc Light +8 See.Stealth +9 See.Invis +14 Track: Puts all charms on 40 cooldown Level 5.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 62 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | hardened leather cap 'Shimmerwisp' (6 def, 10 armour) hardened leather cap 'Shimmerwisp' (6 def, 10 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +7 Dex +2 Mag +6 Wil dps ---------- Res.pen +10% acid ----- def ----- Armour +10 Defense +6 (+1 eff.) Fatigue +3% Resists +29% lightning +19% temporal +10% blight +9% acid +5% all Phys.save +10 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +11 (+2 eff.) ---------- misc Mana/turn +0.24 A cap made of leather. |
Tool | Lustregrinder [power 19] (15 cooldown) Lustregrinder [power 19] (15 cooldown)2.0 T1 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% light +3% nature Res.pen +10% nature +5% light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% light +6% nature ---------- misc Max.vim +7.00 Talents +2 Volcano Cooldown Volcano -2 Disarm traps (19 bonus disarm power, based on Magic) along a range 4 line Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Cinderbane Cinderbane0.1 T4 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Con dps ---------- Phys.pwr +17 (+2 eff.) Spell.pwr +15 (+2 eff.) Mind.pwr +17 (+2 eff.) Dmg.mod +3% arcane +6% fire +17% darkness +6% all Res.pen +5% arcane +5% fire Melee Ret 20 arcane ----- def ----- Fatigue -8% Resists +34% darkness +12% blight +6% fire +5% arcane +10% nature Spell.save +17 (+5 eff.) Poison- +25% Disease- +22% ---------- misc Max.enc +29 Max.stam +16.00 Rings can have magical properties. |
On fingers | Isuba Isuba0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str dps ---------- Dmg.mod +12% arcane ----- def ----- Armour +10 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Resists +6% lightning +17% arcane +3% mind Crit.dmg- 10.00% Mind.save +6 (+1 eff.) Die.at -60.00 life Blind- +37% ---------- misc Infravis +5 See.Stealth +10 See.Invis +11 Rings can have magical properties. |
Around waist | Goralen Goralen1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex +4 Wil +4 Cun dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Resists +9% lightning +9% temporal +6% darkness Phys.save +15 (+3 eff.) Spell.save +22 (+6 eff.) Mind.save +34 (+6 eff.) Blind- +25% Poison- +10% Silence- +15% ---------- misc Size +1 A belt that goes around your waist. |
In main hand | Radhathel the yew vilestaff (30-36 power, 4 apr, lightning element) Radhathel the yew vilestaff (30-36 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +9 Mag +7 Cun +8 Con dps ---------- Spell.crit +3% Crit.mult +29.00% Spell.pwr +9 (+1 eff.) S.pwr/crit +7 Dmg.mod +30% lightning Melee Ret 12 physical ----- def ----- Phys.save +3 (+1 eff.) ---------- misc Stam/turn +1.00 Vim/s.crit +10.00 Max.vim +64.00 Max.N.En +66.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Cyryta the rough leather gloves (0 def, 1 armour) Cyryta the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Wil +5 Con dps ---------- Melee+ 7 nature Dmg.mod +4% nature ----- def ----- Armour +1 Resists +6% nature Phys.save +45 (+9 eff.) Spell.save +4 (+1 eff.) Mind.save +34 (+6 eff.) Silence- +15% Disarm- +49% Stun/Frz- +10% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 7.5 - 8.3 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% Melee+ +7 physical On Crit.r2 +7 nature On Hit: 10% Disarm 1 On Hit: 10% Poison Breath 1 On Hit: 10% Juggernaut 1 Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Flamewell (6 def, 3 armour) Flamewell (6 def, 3 armour)2.0 T4 cloth armor [Random Unique] Master/Psionic While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Crit.mult +14.00% Mind.pwr +4 (+1 eff.) Dmg.mod +9% fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Defense +6 (+1 eff.) Resists +3% lightning +3% cold +6% nature +9% temporal Phys.save +21 (+4 eff.) Mind.save +19 (+3 eff.) ---------- misc Hate/m.crit +2.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | linen cloak 'Branoromidur' (21 def, 0 armour) linen cloak 'Branoromidur' (21 def, 0 armour)2.0 T1 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +2 Dex dps ---------- Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +21 (+4 eff.) Rng.Def +9 (+2 eff.) Resists +12% fire +20% light +1% physical Phys.save +6 (+1 eff.) Spell.save +16 (+4 eff.) Stealth +7 Confus- +10% Stun/Frz- +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Vorymira the gold amulet Vorymira the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Cun +7 Str dps ---------- Phys.pwr +7 (+1 eff.) Phys.spd +10% Dmg.mod +6% physical On Hit (Melee): * 20% chance to disease ----- def ----- Fatigue -7% Resists +3% blight +3% nature +5% arcane Die.at -40.00 life HP.reg +3.10 Blind- +15% Cut- +5% Knockbk- +5% ---------- misc Infravis +6 Sight +2 See.Invis +8 Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 325) healing infusion of the psychic (heal 325)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 325 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 301) healing infusion of the psychic (heal 301)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 301 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 708 over 5 turns) regeneration infusion of the psychic (heal 708 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 708 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
sun infusion of the duelist (rad 7; power 65; turns 5; dispels darkness) sun infusion of the duelist (rad 7; power 65; turns 5; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 32). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 65) for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
sun infusion of the titan (rad 7; power 70; turns 4; dispels darkness) sun infusion of the titan (rad 7; power 70; turns 4; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 35). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 70) for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 29%; cure magical, mental) wild infusion of the psychic (resist 29%; cure magical, mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 29% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
wild infusion of the sneak (resist 30%; cure magical) wild infusion of the sneak (resist 30%; cure magical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 30% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
insidious poison infusion (15 nature damage, 59% healing reduction) insidious poison infusion (15 nature damage, 59% healing reduction)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 25 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 15.17 nature damage per turn for 7 turns, and reducing the target's healing received by 59%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the psychic (77 nature damage, 46% healing reduction) insidious poison infusion of the psychic (77 nature damage, 46% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 24 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 76.52 nature damage per turn for 7 turns, and reducing the target's healing received by 46%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (801% speed; 5 turns) movement infusion of the sneak (801% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 801% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
magic missile rune of the psychic (253 arcane damage) magic missile rune of the psychic (253 arcane damage)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 22 Travel.spd 600% of base Usage Speed Spell (68% of a turn) Is a spell Description: Fires a Magic Missile that does 253 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune (990% regen over 10 turns; 50 instant mana) manasurge rune (990% regen over 10 turns; 50 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Spell (68% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 990% for 10 turns and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (1196% regen over 10 turns; 60 instant mana) manasurge rune of the sneak (1196% regen over 10 turns; 60 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (68% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1196% for 10 turns and instantly restoring 60 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the sneak (1449% regen over 10 turns; 72 instant mana) manasurge rune of the sneak (1449% regen over 10 turns; 72 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (68% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1449% for 10 turns and instantly restoring 72 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 ability. |
phase door rune of the duelist (range 15; power 42; dur 5) phase door rune of the duelist (range 15; power 42; dur 5)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (68% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 42%, your defense is increased by 42 and all your resistances by 42%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the sneak (239 cold damage; freeze 3 turns with power 71) biting gale rune of the sneak (239 cold damage; freeze 3 turns with power 71)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 238.71 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 71 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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 ability. |
biting gale rune of the warrior (128 cold damage; freeze 3 turns with power 56) biting gale rune of the warrior (128 cold damage; freeze 3 turns with power 56)0.1 T2 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to direct a cone of chilling stormwind doing 128.05 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 56 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (226 fire damage) heat beam rune (226 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 225.75 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (369 fire damage) heat beam rune (369 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 368.97 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the duelist (742 fire damage) heat beam rune of the duelist (742 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 8 Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 741.82 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the warrior (670 fire damage) heat beam rune of the warrior (670 fire damage)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 670.45 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 421 for 5 turns) shielding rune of the wizard (absorb 421 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 421 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune of the sneak (range 141) teleportation rune of the sneak (range 141)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (68% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 141 with a minimum range of 15. 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 ability. |
teleportation rune of the warrior (range 100) teleportation rune of the warrior (range 100)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (68% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 100 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
steel amulet steel amulet0.1 T2 amulet jewelry [Normal] Amulets can have magical properties. |
Belesin the gold amulet Belesin the gold amulet0.1 T3 amulet jewelry [Random Unique] Arcane/Nature/Master/Psionic While equipped: Stats +4 Wil dps ---------- Crit.mult +16.00% Phys.pwr +8 (+1 eff.) Spell.pwr +11 (+1 eff.) Mind.pwr +11 (+1 eff.) Phys.spd +10% Dmg.mod +11% blight +11% fire +9% temporal +7% physical Res.pen +5% temporal On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% acid +3% physical +5% arcane +6% temporal Crit.dmg- 10.00% Mind.save +11 (+2 eff.) Blind- +28% Confus- +15% ---------- misc Infravis +7 Sight +2 See.Invis +11 Masteries +0.21 Celestial/Terrestrial Unity Amulets can have magical properties. |
Globrewyn the Scorchnaught Globrewyn the Scorchnaught0.1 T3 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +7 Dex +18 Mag +5 Cun +8 Con dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Mov.spd +10% Dmg.mod +6% light +6% temporal +6% darkness +6% physical Res.pen +10% fire ----- def ----- Armour +6 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Fatigue -7% Resists +3% fire +5% arcane +9% cold Crit.dmg- 5.00% Phys.save +6 (+1 eff.) HP.reg +0.70 Blind- +30% Confus- +15% ---------- misc Stam/turn +0.80 Infravis +6 Sight +2 See.Invis +11 Masteries +0.22 Celestial/Light Amulets can have magical properties. |
copper ring of frost (+20%) copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings can have magical properties. |
mule's steel ring mule's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +26 Rings can have magical properties. |
Noonwind the stralite ring Noonwind the stralite ring0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Mag +8 Wil +10 Con dps ---------- Spell.pwr +13 (+2 eff.) Dmg.mod +33% light +12% mind Res.pen +10% mind Acc +14 (+3 eff.) Apr +12 Melee Ret 12 mind On Hit (Melee): * 15% chance to blind ----- def ----- Defense +15 (+3 eff.) Resists +39% light +9% mind Spell.save +35 (+8 eff.) Blind- +44% ---------- misc Max.stam +68.00 Infravis +6 See.Stealth +19 See.Invis +17 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 132% 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. |
elm bonestaff (10-12 power, 2 apr, acid element) elm bonestaff (10-12 power, 2 apr, acid element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff of fate (10-12 power, 2 apr, fire element) elm vilestaff of fate (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ----- def ----- Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash vilestaff of might (20-24 power, 3 apr, darkness element) potent ash vilestaff of might (20-24 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +9 (+1 eff.) Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gravitational Staff (30-36 power, 8 apr, physical element) Gravitational Staff (30-36 power, 8 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 30.0 - 36.0 Gravity pin Uses 180% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +8 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +25 (+3 eff.) Dmg.mod +20% physical +10% temporal ----- def ----- Resists +15% physical ---------- misc Masteries +0.10 Chronomancy/Gravity +0.10 Chronomancy/Matter +0.10 Spell/Earth Gravity Spike: Level 3.0 Pwr.cost 14 out of 14/14. Range 9 Travel.spd instantaneous Is a spell Description: Creates a gravity spike in a radius of 3 that moves all targets towards the spell's center and inflicts 251.51 physical (gravity) damage. Each target moved beyond the first increases the damage by 31.44 (up to a maximum of 125.76 bonus damage). Targets take reduced damage the further they are from the epicenter (20% less per tile). The damage dealt will scale with your Spellpower. Time and Space seem to warp and bend around the massive tip of this stave. |
cruel yew starstaff of fate (20-24 power, 4 apr, darkness element) cruel yew starstaff of fate (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +6% Crit.mult +13.00% Spell.pwr +9 (+1 eff.) Dmg.mod +20% darkness ----- def ----- Phys.save +8 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew starstaff of might (20-24 power, 4 apr, darkness element) cruel yew starstaff of might (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +8% Crit.mult +13.00% Spell.pwr +9 (+1 eff.) Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew vilestaff (20-24 power, 4 apr, blight element) cruel yew vilestaff (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Ego] Master Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +3% Crit.mult +12.00% Spell.pwr +9 (+1 eff.) Dmg.mod +20% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Xerimitta the Glaresteel (25-30 power, 5 apr, fire element) Xerimitta the Glaresteel (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +20 light On Hit: * 44% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +5 Mag +4 Wil dps ---------- Phys.crit +13.0% Spell.crit +16% Spell.pwr +31 (+3 eff.) S.pwr/crit +10 Melee+ 39 arcane Dmg.mod +25% fire Res.pen +10% light ----- def ----- Armour +21 Defense +24 (+5 eff.) Rng.Def +3 (+1 eff.) Resists +6% fire +6% light +3% cold Confus- +10% ---------- misc Max.mana +134.00 Light +1 Wards +6 fire Talents +10 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood magestaff of illumination (25-30 power, 5 apr, fire element) cruel elven-wood magestaff of illumination (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego] Nature/Master Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Spell.crit +4% Crit.mult +14.00% Spell.pwr +12 (+1 eff.) Dmg.mod +25% fire On Hit (Melee): * 10% chance to blind ----- def ----- Defense +10 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 422.25 light damage. Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood magestaff of projection (25-30 power, 5 apr, lightning element) cruel elven-wood magestaff of projection (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego] Arcane/Master Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +6% Crit.mult +14.00% Spell.pwr +15 (+2 eff.) Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 9) dealing 342.32 to 410.79 lightning damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood starstaff of might (25-30 power, 5 apr, light element) cruel elven-wood starstaff of might (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego] Arcane/Master Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +15% Crit.mult +15.00% Spell.pwr +12 (+1 eff.) Dmg.mod +25% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood vilestaff of illumination (25-30 power, 5 apr, acid element) cruel elven-wood vilestaff of illumination (25-30 power, 5 apr, acid element)5.0 T4 staff 2H weapon [Ego] Nature/Master Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +4% Crit.mult +10.00% Spell.pwr +12 (+1 eff.) Dmg.mod +25% acid On Hit (Melee): * 9% chance to blind ----- def ----- Defense +9 (+2 eff.) ---------- misc Light +3 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 568.64 light damage. Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff of fate (25-30 power, 5 apr, lightning element) elven-wood magestaff of fate (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+1 eff.) Dmg.mod +25% lightning ----- def ----- Phys.save +11 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +11 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's elven-wood magestaff (25-30 power, 5 apr, cold element) magelord's elven-wood magestaff (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +4% Spell.pwr +18 (+2 eff.) Melee+ 25 arcane Dmg.mod +25% cold ---------- misc Max.mana +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's elven-wood vilestaff (25-30 power, 5 apr, acid element) magelord's elven-wood vilestaff (25-30 power, 5 apr, acid element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +4% Spell.pwr +18 (+2 eff.) Melee+ 15 arcane Dmg.mod +25% acid ---------- misc Max.mana +65.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood magestaff (33-39.6 power, 5 apr, fire element) potent elven-wood magestaff (33-39.6 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego] Arcane Power 33.0 - 39.6 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +15 (+2 eff.) Dmg.mod +33% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood magestaff of fate (33-39.6 power, 5 apr, arcane element) potent elven-wood magestaff of fate (33-39.6 power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Ego] Arcane Power 33.0 - 39.6 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +16 (+2 eff.) Dmg.mod +33% arcane ----- def ----- Phys.save +9 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +7 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood magestaff of might (32-38.4 power, 5 apr, fire element) potent elven-wood magestaff of might (32-38.4 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego] Arcane Power 32.0 - 38.4 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +15 (+2 eff.) Dmg.mod +32% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood starstaff of might (28-33.6 power, 5 apr, darkness element) potent elven-wood starstaff of might (28-33.6 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego] Arcane Power 28.0 - 33.6 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +15 (+2 eff.) Dmg.mod +28% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elven-wood vilestaff (25-30 power, 5 apr, fire element) surging elven-wood vilestaff (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+1 eff.) S.pwr/crit +4 Dmg.mod +25% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Nerareda the dragonbone magestaff (30-36 power, 6 apr, arcane element) Nerareda the dragonbone magestaff (30-36 power, 6 apr, arcane element)5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +19 draining blight While equipped: Stats +8 Mag +5 Wil +8 Cun +8 Con dps ---------- Phys.crit +34.0% Spell.crit +8% Crit.mult +57.00% Phys.pwr +14 (+2 eff.) Spell.pwr +32 (+3 eff.) Melee+ 38 arcane Dmg.mod +30% arcane +9% mind Res.pen +10% mind Acc +10 (+2 eff.) ----- def ----- Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Resists +9% fire Phys.save +6 (+1 eff.) HP.leech%% +11% HP.leech +14% ---------- misc Vim/s.crit +5.00 Max.mana +90.00 Max.vim +41.00 Max.N.En +82.00 Light -1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
chilling steel battleaxe (21-31.5 power, 2 apr) chilling steel battleaxe (21-31.5 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 21.0 - 31.5 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +13 cold Massive two-handed battleaxes. |
chilling stralite battleaxe of massacre (61-91.5 power, 3 apr) chilling stralite battleaxe of massacre (61-91.5 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Arcane/Master Power 61.0 - 91.5 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +30 cold Massive two-handed battleaxes. |
stralite battleaxe 'Cloudbrawn' (45-67.5 power, 3 apr) stralite battleaxe 'Cloudbrawn' (45-67.5 power, 3 apr)3.0 T4 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 45.0 - 67.5 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +8 lightning +24 darkness +35 blight Against +21% Living On Hit.r1 +4 mind +37 fire On Hit: * 40% chance to cause random gloom * 35% chance to disease * 25% chance to put talents on cooldown While equipped: Stats +7 Con dps ---------- Phys.pwr +19 (+2 eff.) Res.pen +10% mind +17% physical Melee Ret 8 mind 12 darkness On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Disarm- +34% Massive two-handed battleaxes. |
stralite battleaxe 'Zubiwe' (57.5-86.25 power, 3 apr) stralite battleaxe 'Zubiwe' (57.5-86.25 power, 3 apr)3.0 T4 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 57.5 - 86.3 Arcane Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Phasing +30% Melee+ +27 cold On Hit: * 20% chance to torment the target While equipped: Stats +13 Mag +7 Wil dps ---------- Spell.pwr +18 (+2 eff.) S.pwr/crit +2 Res.pen +13% physical +13% mind +19% darkness Acc +26 (+6 eff.) Apr +19 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +14 (+3 eff.) Resists +9% temporal Disarm- +50% ---------- misc Vim/s.crit +1.00 Massive two-handed battleaxes. |
stralite battleaxe of daylight (42-63 power, 3 apr) stralite battleaxe of daylight (42-63 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Arcane Power 42.0 - 63.0 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +13 light Against +9% Undead Massive two-handed battleaxes. |
arcing iron greatsword (16-25.6 power, 1 apr) arcing iron greatsword (16-25.6 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 16.0 - 25.6 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed swords. |
truestriking dwarven-steel greatsword (34.5-55.2 power, 2 apr) truestriking dwarven-steel greatsword (34.5-55.2 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 34.5 - 55.2 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +10 (+2 eff.) Apr +14 Massive two-handed swords. |
Zubytha the Dimveil (66.5-106.4 power, 3 apr) Zubytha the Dimveil (66.5-106.4 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 66.5 - 106.4 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +24 temporal +30 mind +24 light Against +35% Undead On Crit.r2 +8 mind On Hit: * 42% chance to cause random gloom * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +7 Cun +9 Wil dps ---------- Dmg.mod +3% darkness +6% mind Acc +19 (+5 eff.) Melee Ret 12 darkness 17 temporal ----- def ----- Defense +19 (+4 eff.) Resists +12% darkness +24% temporal Disarm- +59% ---------- misc Max.hate +6.00 Massive two-handed swords. |
flaming stralite greatsword of daylight (51-81.6 power, 3 apr) flaming stralite greatsword of daylight (51-81.6 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Arcane Power 51.0 - 81.6 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +14 light Against +27% Undead On Hit.r1 +13 fire Massive two-handed swords. |
insidious stralite greatsword of erosion (46.5-74.4 power, 3 apr) insidious stralite greatsword of erosion (46.5-74.4 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Nature Power 46.5 - 74.4 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +20 insidious poison +7 temporal +20 nature Massive two-handed swords. |
flaming voratun greatsword of massacre (79-126.4 power, 4 apr) flaming voratun greatsword of massacre (79-126.4 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Arcane/Master Power 79.0 - 126.4 Physical Uses 40% Wil, 50% Mag, 120% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% On Hit.r1 +12 fire Massive two-handed swords. |
iron longsword of massacre (17-23.8 power, 2 apr) iron longsword of massacre (17-23.8 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 17.0 - 23.8 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
flaming steel longsword (12-16.8 power, 3 apr) flaming steel longsword (12-16.8 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 12.0 - 16.8 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +6 fire Sharp, long, and deadly. |
plaguebringer's steel longsword (12.5-17.5 power, 3 apr) plaguebringer's steel longsword (12.5-17.5 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Arcane Power 12.5 - 17.5 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 blight On Hit: 10% Epidemic 2 On Hit: * 7% chance to disease While equipped: ----- def ----- Disease- +10% Sharp, long, and deadly. |
balanced dwarven-steel longsword of erosion (24.5-34.3 power, 4 apr) balanced dwarven-steel longsword of erosion (24.5-34.3 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Nature/Master Power 24.5 - 34.3 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 nature +10 temporal While equipped: dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Disarm- +32% Sharp, long, and deadly. |
dwarven-steel longsword 'Isedara' (43-60.2 power, 14 apr) dwarven-steel longsword 'Isedara' (43-60.2 power, 14 apr)3.0 T3 longsword 1H weapon [Random Unique] Arcane/Master/Psionic Power 43.0 - 60.2 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.4% crit.pwr / acc Apr +14 Crit +3.5% Atk.spd 100% Phasing +33% Melee+ +13 cold On Hit.r1 +4 physical On Hit: * 20% chance to torment the target On Crit: * wounds the target for 7 turns: 51 bleeding, 101% reduced healing While equipped: Stats +1 Wil dps ---------- Phys.crit +10.0% Phys.pwr +14 (+2 eff.) Res.pen +10% physical +20% mind +9% darkness Acc +10 (+2 eff.) Apr +11 ----- def ----- Phys.save +20 (+4 eff.) Mind.save +20 (+3 eff.) Max.HP +20.00 Sharp, long, and deadly. |
stralite longsword 'Armorelen' (43-60.2 power, 5 apr) stralite longsword 'Armorelen' (43-60.2 power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Arcane/Master Power 43.0 - 60.2 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +27 blight On Hit: 20% Epidemic 4 On Hit: * 30% chance to disease On Crit: * cripple the target While equipped: dps ---------- Phys.crit +11.0% Mind.crit +4% Acc +24 (+6 eff.) ----- def ----- Armour +4 Defense +34 (+7 eff.) Rng.Def +9 (+2 eff.) Resists +2% physical Mind.save +13 (+2 eff.) Disease- +49% Disarm- +72% Sharp, long, and deadly. |
stralite longsword of vileness (33-46.2 power, 5 apr) stralite longsword of vileness (33-46.2 power, 5 apr)3.0 T4 longsword 1H weapon [Ego] Arcane Power 33.0 - 46.2 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +15 blight On Hit: * 11% chance to disease Sharp, long, and deadly. |
iron mace of phasing (12-16.8 power, 8 apr) iron mace of phasing (12-16.8 power, 8 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 12.0 - 16.8 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.1% dam / acc Apr +8 Crit +0.5% Atk.spd 100% Phasing +11% Blunt and deadly. |
Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion On Crit.r2 +20 physical While equipped: dps ---------- Acc +12 (+3 eff.) Battle Call: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Call all foes in a radius of 4 around you into battle, getting them into melee range in an instant. An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
glacial steel mace (13-18.2 power, 3 apr) glacial steel mace (13-18.2 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Nature Power 13.0 - 18.2 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% On Crit.r2 +13 ice While equipped: dps ---------- Res.pen +6% cold ----- def ----- Armour +7 Blunt and deadly. |
Nightbane (49-68.6 power, 18 apr) Nightbane (49-68.6 power, 18 apr)3.0 T4 mace 1H weapon [Random Unique] Arcane/Master Power 49.0 - 68.6 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.1% dam / acc Apr +18 Crit +2.5% Atk.spd 100% Phasing +50% While equipped: Stats +12 Con dps ---------- Phys.pwr +26 (+3 eff.) Dmg.mod +13% physical +21% mind +6% darkness Res.pen +5% darkness +49% physical Acc +11 (+3 eff.) Apr +24 Melee Ret 8 darkness On Hit (Melee): * 33% chance to inflict 15% damage reduction ----- def ----- Resists +3% mind +15% darkness Disarm- +40% Blunt and deadly. |
Xowyn (48.5-67.9 power, 5 apr) Xowyn (48.5-67.9 power, 5 apr)3.0 T4 mace 1H weapon [Random Unique] Arcane/Master Power 48.5 - 67.9 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +23 blight +17 acid On Hit.r1 +15 fire On Hit: * 16% chance to inflict 15% damage reduction * 25% chance to disease * 20% chance to curse the target On Crit: * splashes the target with acid While equipped: dps ---------- Res.pen +10% blight Acc +13 (+3 eff.) ----- def ----- Armour +10 Defense +13 (+3 eff.) Crit.dmg- 10.00% Spell.save +9 (+3 eff.) Blind- +5% Poison- +5% Cut- +10% Silence- +5% Disarm- +39% Blunt and deadly. |
Mayenn the iron waraxe (11.5-16.1 power, 2 apr) Mayenn the iron waraxe (11.5-16.1 power, 2 apr)3.0 T1 waraxe 1H weapon [Random Unique] Master/Psionic Power 11.5 - 16.1 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 darkness Against +8% Living On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * cripple the target While equipped: dps ---------- Phys.crit +14.0% Res.pen +7% physical Acc +14 (+3 eff.) Apr +6 Melee Ret 16 arcane ----- def ----- Defense +10 (+2 eff.) Rng.Def +3 (+1 eff.) Resists +6% mind Mind.save +13 (+2 eff.) Silence- +20% Disarm- +25% One-handed war axes. |
blazebringer's iron waraxe (11-15.4 power, 2 apr) blazebringer's iron waraxe (11-15.4 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego+] Nature Power 11.0 - 15.4 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +6 fire While equipped: dps ---------- All.spd +2% Res.pen +6% fire One-handed war axes. |
Brightsmasher (13-18.2 power, 3 apr) Brightsmasher (13-18.2 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Psionic Power 13.0 - 18.2 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +30 insidious poison +4 fire On Hit.r1 +8 temporal On Crit.r2 +4 temporal +9 fire On Hit: * 20% chance to torment the target * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- All.spd +3% Res.pen +8% mind +9% fire +9% darkness +18% nature On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% fire +11% all Def/telep +10 Res/telep +10% Dur/telep +10% One-handed war axes. |
steel waraxe 'Gloomnail' (21.5-30.1 power, 3 apr) steel waraxe 'Gloomnail' (21.5-30.1 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 21.5 - 30.1 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +11 lightning +8 temporal On Hit.r1 +11 fire On Crit.r2 +8 darkness On Hit: * 10% chance to inflict 15% damage reduction * 20% chance to curse the target * 25% chance for lightning to arc to a second target While equipped: Stats +2 Str dps ---------- Dmg.mod +6% temporal +17% physical Res.pen +10% darkness +8% physical Acc +8 (+2 eff.) Apr +9 Melee Ret 4 darkness ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/ret +1.30 One-handed war axes. |
dwarven-steel waraxe 'Furnaceblood' (29-40.6 power, 4 apr) dwarven-steel waraxe 'Furnaceblood' (29-40.6 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 29.0 - 40.6 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +8 temporal On Crit.r2 +13 fire On Hit: * 46% chance to daze at end of turn * 20% chance to gain 10% of a turn (3/turn limit) * 25% chance to put talents on cooldown While equipped: Stats +11 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con dps ---------- All.spd +4% Dmg.mod +15% temporal +11% physical +3% fire Res.pen +22% lightning +8% fire Acc +11 (+3 eff.) ----- def ----- Resists +9% temporal +9% fire Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/ret +1.70 One-handed war axes. |
Adera (55.5-77.7 power, 5 apr) Adera (55.5-77.7 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 55.5 - 77.7 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 111% Melee+ +12 mind On Hit.r1 +4 arcane On Crit.r2 +23 ice On Hit: * 20% chance to disease * 19% chance to cause random gloom On Crit: * cripple the target While equipped: Stats +6 Dex +5 Wil +5 Cun dps ---------- Phys.crit +7.0% Dmg.mod +6% blight +3% arcane Res.pen +20% blight +11% cold Acc +13 (+3 eff.) On Hit (Melee): * 20% chance to disease ----- def ----- Armour +13 Resists +12% blight One-handed war axes. |
balanced stralite waraxe of massacre (38-53.2 power, 5 apr) balanced stralite waraxe of massacre (38-53.2 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Master Power 38.0 - 53.2 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Disarm- +29% One-handed war axes. |
blazebringer's stralite waraxe (29.5-41.3 power, 5 apr) blazebringer's stralite waraxe (29.5-41.3 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Nature Power 29.5 - 41.3 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +11 fire While equipped: dps ---------- All.spd +2% Res.pen +8% fire One-handed war axes. |
chilling stralite waraxe of massacre (38.5-53.9 power, 5 apr) chilling stralite waraxe of massacre (38.5-53.9 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane/Master Power 38.5 - 53.9 Physical Uses 40% Wil, 50% Mag, 100% Str Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +14 cold One-handed war axes. |
arcing iron dagger (10-13 power, 5 apr) arcing iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 10.0 - 13.0 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Str Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, short and deadly. |
dwarven-steel dagger of paradox (19-24.7 power, 7 apr) dwarven-steel dagger of paradox (19-24.7 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane Power 19.0 - 24.7 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +5 temporal While equipped: dps ---------- Melee Ret 6 temporal ----- def ----- Resists +9% temporal Sharp, short and deadly. |
dwarven-steel dagger of ruin (18.5-24.05 power, 7 apr) dwarven-steel dagger of ruin (18.5-24.05 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 18.5 - 24.1 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Crit.mult +10.00% Apr +7 Sharp, short and deadly. |
Gloredathra the stralite dagger (29.5-38.35 power, 9 apr) Gloredathra the stralite dagger (29.5-38.35 power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Arcane/Master Power 29.5 - 38.4 Physical Uses 40% Wil, 45% Str, 50% Mag 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +13 acid +14 blight +20 cold +11 temporal On Hit: 10% Epidemic 4 On Hit: * 11% chance to disease On Crit: * splashes the target with acid While equipped: Stats +2 Mag dps ---------- Phys.crit +9.0% Crit.mult +15.00% Res.pen +9% physical Acc +10 (+2 eff.) Apr +14 Melee Ret 14 temporal ----- def ----- Fatigue -2% Resists +6% fire +2% physical +9% darkness +11% temporal Mind.save +3 (+1 eff.) Disease- +28% Sharp, short and deadly. |
Heaven's Glint (36-46.8 power, 10 apr) Heaven's Glint (36-46.8 power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Arcane Power 36.0 - 46.8 Physical Uses 40% Wil, 105% Mag, 35% Str Acc+ +0.5% APR / acc Apr +10 Crit +14.0% Atk.spd 100% Melee+ +20 cold Dmg.conv 50% light While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +20 (+2 eff.) Dmg.mod +20% light ---------- misc Light +2 On Spell Hit: 10% Sun Flare 4 Circle of Blazing Light: (Instant) Level 4.0 Pwr.cost 40 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle lights up affected tiles, increases your positive energy by 10 each turn, and deals 66.32 light damage and 82.90 fire damage per turn to everyone else within its radius. The circle lasts 7 turns. The damage will increase with your Spellpower. Magic from high above the clouds. This dagger serves good. |
Wretchpain (29-37.7 power, 9 apr) Wretchpain (29-37.7 power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Arcane/Master/Psionic Power 29.0 - 37.7 Physical Uses 40% Wil, 45% Str, 50% Mag 45% Dex Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +14 lightning +20 cold +16 nature On Crit.r2 +4 temporal On Hit: * 25% chance for lightning to arc to a second target * Random elemental explosion * 25% chance to put talents on cooldown While equipped: dps ---------- Dmg.mod +3% blight Res.pen +24% acid +11% physical +24% fire +24% cold +24% lightning Phasing +30% Acc +9 (+2 eff.) Apr +11 Melee Ret 8 temporal ----- def ----- Spell.save +6 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.08 Vim/s.crit +1.00 Max.vim +10.00 Sharp, short and deadly. |
balanced stralite dagger of evisceration (27.5-35.75 power, 9 apr) balanced stralite dagger of evisceration (27.5-35.75 power, 9 apr)1.0 T4 dagger 1H weapon [Ego+] Master Power 27.5 - 35.8 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Str Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% On Crit: * wounds the target for 7 turns: 51 bleeding, 101% reduced healing While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+1 eff.) Acc +7 (+2 eff.) ----- def ----- Defense +6 (+1 eff.) Disarm- +22% Sharp, short and deadly. |
horrifying mossy mindstar of life (3-3.3 power, 12 apr, mind damage) horrifying mossy mindstar of life (3-3.3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 3.0 - 3.3 Mind Uses 70% Wil, 50% Mag, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +3% mind +3% darkness Melee Ret 3 mind 3 darkness ----- def ----- Max.HP +11.00 HP.reg +0.60 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. |
Bloomsoul (8-8.8 power, 13 apr, nature damage) Bloomsoul (8-8.8 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 65% Wil, 50% Mag, 10% Cun Mastery Psiblades Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.20 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 65 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Eye of Summer (8-8.8 power, 18 apr, fire damage) Eye of Summer (8-8.8 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 75% Wil, 50% Mag, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
gifted vined mindstar (4.5-4.95 power, 18 apr, mind damage) gifted vined mindstar (4.5-4.95 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 Mind Uses 75% Wil, 50% Mag, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+1 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. |
horrifying vined mindstar of life (4-4.4 power, 18 apr, nature damage) horrifying vined mindstar of life (4-4.4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.0 - 4.4 Nature Uses 75% Wil, 50% Mag, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +4% mind +4% darkness Melee Ret 4 mind 3 darkness ----- def ----- Max.HP +14.00 HP.reg +0.50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of balance (9-9.9 power, 24 apr, mind damage) thorny mindstar of balance (9-9.9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 9.0 - 9.9 Mind Uses 80% Wil, 50% Mag, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) ----- def ----- Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +6 (+1 eff.) ---------- misc Equi/ret +0.50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of life (8.5-9.35 power, 24 apr, mind damage) thorny mindstar of life (8.5-9.35 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 8.5 - 9.4 Mind Uses 80% Wil, 50% Mag, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) ----- def ----- Max.HP +23.00 HP.reg +0.80 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. |
Bethyriara (13-14.3 power, 32 apr, mind damage) Bethyriara (13-14.3 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic This natural mindstar calls for a summoner. This mindstar projects psionic energy if enough is absorbed. This natural lightning should be returned to the wyrm. Power 13.0 - 14.3 Mind Uses 85% Wil, 50% Mag, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +3 Mag +4 Wil +13 Cun +4 Con dps ---------- Mind.crit +4% Crit.mult +11.00% Mind.pwr +8 (+1 eff.) Dmg.mod +27% lightning +11% physical +8% darkness +10% acid +26% fire +9% mind +28% cold Res.pen +13% lightning +6% physical +9% fire +7% cold +6% acid Melee Ret 14 lightning 8 mind 8 darkness ----- def ----- Fatigue -6% Resists +16% lightning Mind.save +6 (+1 eff.) ---------- misc Equi/ret +0.04 Hate/kill +4.00 Psi/kill +5.00 See.Invis +9 Telepathy Demon/Minor Demon/Major Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection +0.20 Psionic/Voracity +0.20 Cursed/Dark sustenance Inflict 480.47 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's pulsing mindstar of venom (13-14.3 power, 32 apr, mind damage) nature's pulsing mindstar of venom (13-14.3 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature This natural venom should be returned to the wyrm. Power 13.0 - 14.3 Mind Uses 85% Wil, 50% Mag, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +7% acid +3% nature Res.pen +5% acid Melee Ret 12 acid ----- def ----- Resists +12% acid +5% blight HP.reg +0.90 Disease- +13% 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. |
iron ritual blade (9-11.7 power, 5 apr) iron ritual blade (9-11.7 power, 5 apr)1.0 T1 ritual blade 1H weapon [Normal] Power 9.0 - 11.7 Physical Uses 40% Wil, 95% Mag, 45% Dex Acc+ +0.5% APR / acc Apr +5 Crit +2.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Sharp, short and deadly. |
iron ritual blade of massacre (14-18.2 power, 5 apr) iron ritual blade of massacre (14-18.2 power, 5 apr)1.0 T1 ritual blade 1H weapon [Ego] Master Power 14.0 - 18.2 Physical Uses 40% Wil, 95% Mag, 45% Dex Acc+ +0.5% APR / acc Apr +5 Crit +2.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Sharp, short and deadly. |
flaming dwarven-steel steamsaw (20.5-30.75 power, 14 apr) flaming dwarven-steel steamsaw (20.5-30.75 power, 14 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Arcane/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +48 On Hit.r1 +8 fire Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
quick dwarven-steel steamsaw (23-34.5 power, 14 apr) quick dwarven-steel steamsaw (23-34.5 power, 14 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 23.0 - 34.5 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 111% Block +44 Uses 1.0 Steam While equipped: Stats +5 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
crackling stralite steamsaw (30-45 power, 19 apr) crackling stralite steamsaw (30-45 power, 19 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego+] Arcane/Steamtech Power 30.0 - 45.0 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +19 Crit +4.0% Atk.spd 100% Block +66 Uses 1.0 Steam While equipped: Stats +2 Dex dps ---------- On Melee Ret: * 14% chance to daze at end of turn ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +11% lightning ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Eclipsebrand Eclipsebrand4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Nature/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit / acc Atk.spd 167% Range +7 Proj.spd +400% Ranged+ +17 cold +18 fire +23 nature On Hit: * 40% chance to inflict 15% damage reduction While equipped: Stats +6 Str dps ---------- Phys.pwr +12 (+1 eff.) All.spd +4% Dmg.mod +18% cold Res.pen +14% nature +12% fire ----- def ----- Rng.Def +2 (+0 eff.) Resists +6% cold +3% darkness +9% all Blind- +10% Poison- +10% Def/telep +20 Longbows are used to shoot arrows at your foes. |
dragonbone longbow of power dragonbone longbow of power4.0 T5 longbow 2H weapon Reqs Shoot [Ego] Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: dps ---------- Dmg.mod +12% physical Res.pen +23% physical Longbows are used to shoot arrows at your foes. |
iron steamgun of nature iron steamgun of nature4.0 T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +9 nature Uses 2.0 Steam While equipped: dps ---------- Res.pen +6% nature ----- def ----- Resists +3% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
overgrown iron steamgun overgrown iron steamgun4.0 T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: ----- def ----- HP.reg +0.80 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty steel steamgun mighty steel steamgun4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+1 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun of lightning steel steamgun of lightning4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +7 lightning Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +9% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun of nature steel steamgun of nature4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +15 nature Uses 2.0 Steam While equipped: dps ---------- Res.pen +7% nature ----- def ----- Resists +4% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Ce'Nitta the quiver of elven-wood arrows (17/242, 80.5-112.7 power, 29 apr) Ce'Nitta the quiver of elven-wood arrows (17/242, 80.5-112.7 power, 29 apr)3.0 T4 arrow ammo [Random Unique] Arcane/Master/Psionic Power 80.5 - 112.7 Physical Uses 40% Wil, 50% Str, 50% Mag 70% Dex Acc+ +0.2% crit / acc Apr +29 Crit +2.5% Capacity 242 Rld cld 0 Ranged+ +42 blight +53 physical +24 darkness +16 arcane On Hit.r1 +4 arcane On Crit.r2 +12 arcane On Hit: * 20% chance to curse the target * 10% chance to knock the target back While equipped: ---------- misc Reload +16 Arrows are used with bows to pierce your foes to death. |
Cracklequake the quiver of elven-wood arrows (20/20, 43-60.2 power, 14 apr) Cracklequake the quiver of elven-wood arrows (20/20, 43-60.2 power, 14 apr)3.0 T4 arrow ammo [Random Unique] Arcane/Master/Psionic Power 43.0 - 60.2 Physical Uses 40% Wil, 50% Str, 50% Mag 70% Dex Acc+ +0.2% crit / acc Apr +14 Crit +22.5% Capacity 20 Ranged+ +42 lightning +89 physical +17 temporal On Hit.r1 +20 lightning On Crit.r2 +8 lightning On Hit: * 44% chance to inflict 15% damage reduction * Random elemental explosion * 10% chance to knock the target back * 25% chance for lightning to arc to a second target * 10% chance to stun, blind, pin, or confuse the target On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
Quiver of Domination (20/20, 24-33.6 power, 8 apr) Quiver of Domination (20/20, 24-33.6 power, 8 apr)3.0 T4 arrow ammo [Unique] Psionic Power 24.0 - 33.6 Mind Uses 60% Wil, 60% Dex, 50% Mag 50% Str Acc+ +0.2% crit / acc Apr +8 Crit +2.0% Capacity 20 On Crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
quiver of elven-wood arrows 'Gleamsweep' (23/53, 70-98 power, 37 apr) quiver of elven-wood arrows 'Gleamsweep' (23/53, 70-98 power, 37 apr)3.0 T4 arrow ammo [Random Unique] Arcane/Master/Psionic Power 70.0 - 98.0 Physical Uses 40% Wil, 50% Str, 50% Mag 70% Dex Acc+ +0.2% crit / acc Acc +27 Apr +37 Crit +17.5% Capacity 53 Rld cld 0 Proj.spd +200% Ranged+ +59 physical +26 temporal +12 mind On Hit.r1 +16 mind +12 light On Crit.r2 +8 mind On Hit: * 20% chance to blind * 10% chance to stun, blind, pin, or confuse the target * 10% chance to knock the target back * 25% chance to put talents on cooldown Arrows are used with bows to pierce your foes to death. |
self-loading quiver of elven-wood arrows of daylight (21/21, 41.5-58.1 power, 14 apr) self-loading quiver of elven-wood arrows of daylight (21/21, 41.5-58.1 power, 14 apr)3.0 T4 arrow ammo [Ego] Arcane Power 41.5 - 58.1 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 21 Rld cld 3 Ranged+ +17 light Against +15% Undead Arrows are used with bows to pierce your foes to death. |
blazing pouch of iron shots of accuracy (18/19, 15-18 power, 1 apr) blazing pouch of iron shots of accuracy (18/19, 15-18 power, 1 apr)3.0 T1 shot ammo [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.1% dam / acc Acc +6 Apr +1 Crit +4.0% Capacity 19 Ranged+ +9 fire On Crit.r2 +6 fire Shots are used with slings to pummel your foes to death. |
deadly pouch of steel shots of paradox (15/15, 28-33.6 power, 2 apr) deadly pouch of steel shots of paradox (15/15, 28-33.6 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 28.0 - 33.6 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 15 Ranged+ +7 temporal On Hit: * 7% chance to gain 10% of a turn (3/turn limit) Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of steel shots of accuracy (14/14, 19.5-23.4 power, 2 apr) psychokinetic pouch of steel shots of accuracy (14/14, 19.5-23.4 power, 2 apr)3.0 T2 shot ammo [Ego] Master/Psionic Power 19.5 - 23.4 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.1% dam / acc Acc +9 Apr +2 Crit +4.5% Capacity 14 Ranged+ +17 physical On Hit: * 10% chance to knock the target back Shots are used with slings to pummel your foes to death. |
tundral pouch of steel shots of erosion (15/15, 22.5-27 power, 2 apr) tundral pouch of steel shots of erosion (15/15, 22.5-27 power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 22.5 - 27.0 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 15 Ranged+ +12 cold +7 nature +7 temporal On Crit.r2 +8 cold Shots are used with slings to pummel your foes to death. |
acidic steel shield of fire resistance (+17%) (6 def, 2 armour, 41 block) acidic steel shield of fire resistance (+17%) (6 def, 2 armour, 41 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Ego] Nature/Master While equipped: dps ---------- Melee+ 6 acid Melee Ret 15 acid ----- def ----- Armour +2 Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +17% fire ---------- misc Talents +2 Block Handheld deflection devices. |
shocking stralite shield of resilience (10 def, 2 armour, 144.5 block) shocking stralite shield of resilience (10 def, 2 armour, 144.5 block)7.0 T4 shield armor Reqs Heavy Armour Training 2 [Ego] Nature While equipped: dps ---------- Melee+ 6 lightning Melee Ret 14 lightning ----- def ----- Armour +2 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +14% Max.HP +56.00 ---------- misc Talents +4 Block Handheld deflection devices. |
stralite shield of fire resistance (+20%) (10 def, 2 armour, 141.5 block) stralite shield of fire resistance (+20%) (10 def, 2 armour, 141.5 block)7.0 T4 shield armor Reqs Heavy Armour Training 2 [Ego] Master While equipped: ----- def ----- Armour +2 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +14% Resists +20% fire ---------- misc Talents +4 Block Handheld deflection devices. |
stralite shield of resistance (10 def, 2 armour, 142.5 block) stralite shield of resistance (10 def, 2 armour, 142.5 block)7.0 T4 shield armor Reqs Heavy Armour Training 2 [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +14% Resists +7% acid +8% fire +8% lightning +9% cold ---------- misc Talents +4 Block Handheld deflection devices. |
Robes of Deflection (0 def, 7 armour) Robes of Deflection (0 def, 7 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +7 Hardiness +30% On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's woollen robe (0 def, 0 armour) dreamer's woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Psionic While equipped: ----- def ----- Resists +14% mind +16% darkness Phys.save +12 (+3 eff.) Spell.save +11 (+3 eff.) Mind.save +24 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of corrosion (+18%) (0 def, 0 armour) woollen robe of corrosion (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Resists +18% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of lightning (+18%) (0 def, 0 armour) woollen robe of lightning (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +18% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of nature (+18%) (2 def, 0 armour) cashmere robe of nature (+18%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Defense +2 (+0 eff.) Resists +18% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of nature (+19%) (2 def, 0 armour) mindwoven cashmere robe of nature (+19%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +13% nature ----- def ----- Defense +2 (+0 eff.) Resists +19% nature Mind.save +18 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of nature (+15%) (2 def, 0 armour) mindwoven cashmere robe of nature (+15%) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) Dmg.mod +10% nature ----- def ----- Defense +2 (+0 eff.) Resists +15% nature Mind.save +18 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Temporal Augmentation Robe - Designed In-Style (15 def, 3 armour) Temporal Augmentation Robe - Designed In-Style (15 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+2 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +15 (+3 eff.) Resists +10% temporal +10% physical Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Temporal Reprieve: Level 1.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
dispeller's silk robe (3 def, 0 armour) dispeller's silk robe (3 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: ----- def ----- Defense +3 (+1 eff.) Resists +8% lightning +9% darkness +8% blight +9% fire +7% cold +8% light Phys.save +12 (+3 eff.) Spell.save +28 (+7 eff.) Mind.save +14 (+2 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe of fire (+21%) (3 def, 0 armour) dreamer's silk robe of fire (+21%) (3 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +14% fire ----- def ----- Defense +3 (+1 eff.) Resists +21% fire +18% mind +18% darkness Phys.save +13 (+3 eff.) Spell.save +18 (+5 eff.) Mind.save +23 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing silk robe of frost (+22%) (3 def, 0 armour) focusing silk robe of frost (+22%) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: Stats +6 Mag +7 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Defense +3 (+1 eff.) Resists +22% cold ---------- misc Mana/turn +0.21 Psi/turn +0.22 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing silk robe of light (+21%) (3 def, 0 armour) focusing silk robe of light (+21%) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane/Psionic While equipped: Stats +7 Mag +6 Wil dps ---------- Dmg.mod +14% light ----- def ----- Defense +3 (+1 eff.) Resists +21% light ---------- misc Mana/turn +0.27 Psi/turn +0.29 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing silk robe of lightning (+19%) (3 def, 0 armour) focusing silk robe of lightning (+19%) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: Stats +6 Mag +6 Wil dps ---------- Dmg.mod +13% lightning ----- def ----- Defense +3 (+1 eff.) Resists +19% lightning ---------- misc Mana/turn +0.23 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe (3 def, 0 armour) mindwoven silk robe (3 def, 0 armour)2.0 T4 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) Mind.save +16 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of corrosion (+25%) (3 def, 0 armour) mindwoven silk robe of corrosion (+25%) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +17% acid ----- def ----- Defense +3 (+1 eff.) Resists +25% acid Mind.save +19 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering silk robe of time (+12%) (3 def, 0 armour) shimmering silk robe of time (+12%) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +15% arcane +12% temporal ----- def ----- Defense +3 (+1 eff.) Resists +12% temporal ---------- misc Max.mana +22.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven silk robe of time (+12%) (3 def, 0 armour) spellwoven silk robe of time (+12%) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +12% temporal ----- def ----- Defense +3 (+1 eff.) Resists +12% temporal Spell.save +23 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour of lightning resistance (1 def, 2 armour) rough leather armour of lightning resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +15% lightning A suit of armour made of leather. |
spiked rough leather armour (1 def, 2 armour) spiked rough leather armour (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+2 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+5 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+2 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. |
cured leather armour of cold resistance (2 def, 4 armour) cured leather armour of cold resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +7% Resists +18% cold A suit of armour made of leather. |
Elenirim the Ravenpython (3 def, 6 armour) Elenirim the Ravenpython (3 def, 6 armour)9.0 T3 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +16 Str +7 Wil +7 Cun dps ---------- Dmg.mod +6% darkness +9% arcane Res.pen +15% arcane Melee Ret 16 darkness ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +19% physical +38% darkness +9% blight +23% cold +13% arcane +23% temporal Spell.save +19 (+5 eff.) Mind.save +19 (+3 eff.) ---------- misc Light +4 Track: Puts all charms on 30 cooldown Level 2.2 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 41 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
prismatic hardened leather armour of clarity (3 def, 6 armour) prismatic hardened leather armour of clarity (3 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +10% light +15% darkness +6% mind Mind.save +13 (+2 eff.) A suit of armour made of leather. |
Innocent Blood (20 def, 20 armour) Innocent Blood (20 def, 20 armour)9.0 T4 light armor [Unique] Disrupt/Master A part of set. While equipped: ----- def ----- Armour +20 Hardiness +20% Defense +20 (+4 eff.) Resists +25% blight +25% fire Spell.save +20 (+5 eff.) ---------- misc Masteries +0.20 Cunning/Trapping This exceptionally well made leather armour has a charred smell to it, but it is completely undamaged. |
Xeronor the reinforced leather armour (23 def, 15 armour) Xeronor the reinforced leather armour (23 def, 15 armour)9.0 T4 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Str +9 Dex +5 Wil +5 Cun dps ---------- Dmg.mod +6% acid +6% arcane Res.pen +10% acid +5% temporal Melee Ret 12 light 18 physical On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +15 Defense +23 (+5 eff.) Fatigue +8% Resists +12% acid +26% darkness +26% blight +5% arcane +8% mind Phys.save +17 (+4 eff.) Mind.save +44 (+7 eff.) Max.HP +83.00 HP.reg +3.40 Heal.mod +26% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +2 A suit of armour made of leather. |
nimble reinforced leather armour (10 def, 7 armour) nimble reinforced leather armour (10 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: Stats +3 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +7 Defense +10 (+2 eff.) Rng.Def +9 (+2 eff.) Fatigue +8% A suit of armour made of leather. |
reinforced leather armour of clarity (4 def, 7 armour) reinforced leather armour of clarity (4 def, 7 armour)9.0 T4 light armor [Ego] Psionic While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +8% mind Mind.save +14 (+2 eff.) A suit of armour made of leather. |
reinforced leather armour of stability (4 def, 7 armour) reinforced leather armour of stability (4 def, 7 armour)9.0 T4 light armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +6% physical Phys.save +19 (+4 eff.) A suit of armour made of leather. |
spiked reinforced leather armour (4 def, 7 armour) spiked reinforced leather armour (4 def, 7 armour)9.0 T4 light armor [Ego] Master While equipped: dps ---------- Melee Ret 14 physical ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% A suit of armour made of leather. |
enlightening iron mail armour (2 def, 4 armour) enlightening iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy Armour Training [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Mind.save +13 (+2 eff.) A suit of armour made of mail. |
dwarven-steel mail armour 'Earochak' (3 def, 16 armour) dwarven-steel mail armour 'Earochak' (3 def, 16 armour)14.0 T3 heavy armor Reqs Heavy Armour Training [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Wil +1 Con dps ---------- Melee Ret 6 light ----- def ----- Armour +16 Defense +3 (+1 eff.) Fatigue +10% Resists +19% acid +11% darkness +11% blight Phys.save +8 (+2 eff.) ---------- misc Light +2 Infravis +3 A suit of armour made of mail. |
Balefang the stralite mail armour (4 def, 8 armour) Balefang the stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy Armour Training [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +2 Wil +9 Con dps ---------- Crit.mult +15.00% Melee+ 40 acid 38 fire Dmg.mod +6% arcane +9% blight Melee Ret 27 acid 30 fire ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +29% Resists +52% acid -18% light +13% darkness +63% fire +18% arcane +9% mind Phys.save +9 (+2 eff.) Spell.save +53 (+12 eff.) Mind.save +28 (+5 eff.) Heal/summ +30 ---------- misc Max.psi +20.00 A suit of armour made of mail. |
fortifying stralite mail armour of temporal resistance (4 def, 8 armour) fortifying stralite mail armour of temporal resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy Armour Training [Ego+] Arcane/Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +19% temporal Max.HP +51.00 A suit of armour made of mail. |
prismatic stralite mail armour of clarity (4 def, 8 armour) prismatic stralite mail armour of clarity (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy Armour Training [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +11% darkness +7% mind +13% light Mind.save +13 (+2 eff.) A suit of armour made of mail. |
prismatic stralite mail armour of temporal resistance (4 def, 8 armour) prismatic stralite mail armour of temporal resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy Armour Training [Ego] Arcane While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +19% temporal +15% light +14% darkness A suit of armour made of mail. |
Zanaroddamnir the Glitterdream (5 def, 11 armour) Zanaroddamnir the Glitterdream (5 def, 11 armour)17.0 T3 massive armor Reqs Heavy Armour Training 3 [Random Unique] Arcane While equipped: Stats +16 Str +15 Mag +14 Wil +8 Con dps ---------- Phys.crit +13.0% Spell.crit +17% Mind.crit +15% Phys.pwr +37 (+4 eff.) Spell.pwr +39 (+4 eff.) Mind.pwr +37 (+3 eff.) Melee+ 16 acid 16 fire Melee Ret 13 acid 11 fire ----- def ----- Armour +11 Defense +5 (+1 eff.) Fatigue +35% Resists +32% lightning -1% light +26% darkness +31% fire +8% arcane +22% acid Phys.save +8 (+2 eff.) Spell.save +55 (+12 eff.) Mind.save +8 (+1 eff.) ---------- misc Mana/s.crit +2.00 Max.vim +20.00 Light +2 A suit of armour made of metal plates. |
Eridunarim the rough leather belt Eridunarim the rough leather belt1.0 T1 belt armor [Random Unique] Nature/Master While equipped: Stats +1 Cun +5 Con dps ---------- Mind.pwr +4 (+1 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +17 (+3 eff.) Resists +3% temporal Phys.save +11 (+2 eff.) Mind.save +6 (+1 eff.) Stealth +6 ---------- misc Infravis +1 See.Invis +3 Telepathy Humanoid/Orc A belt that goes around your waist. |
enveloping linen cloak (7 def, 0 armour) enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+1 eff.) Phys.save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow linen cloak (1 def, 0 armour) shadow linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +6% darkness ----- def ----- Defense +1 (+0 eff.) Resists +12% darkness Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sparkrune the cashmere cloak (11 def, 5 armour) Sparkrune the cashmere cloak (11 def, 5 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Str +4 Mag +9 Wil +7 Cun +4 Con dps ---------- Spell.crit +11% Mind.crit +7% Crit.mult +22.00% Spell.pwr +8 (+1 eff.) Dmg.mod +8% arcane Res.pen +10% arcane On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +5 Defense +11 (+2 eff.) Crit.dmg- 15.00% Phys.save +26 (+5 eff.) Spell.save +29 (+7 eff.) Mind.save +28 (+5 eff.) Die.at -80.00 life Max.HP +79.00 Confus- +10% ---------- misc Max.mana +68.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Natureterror' (11 def, 9 armour) cashmere cloak 'Natureterror' (11 def, 9 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +3 Mag +8 Wil +4 Cun +3 Con dps ---------- Mind.crit +6% Dmg.mod +3% mind Melee Ret 16 mind ----- def ----- Armour +9 Defense +11 (+2 eff.) Resists +19% cold +18% nature +5% arcane Phys.save +11 (+2 eff.) Spell.save +19 (+5 eff.) Mind.save +10 (+2 eff.) ---------- misc Max.mana +58.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots of evasion (12 def, 1 armour) pair of rough leather boots of evasion (12 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: ----- def ----- Armour +1 Defense +12 (+2 eff.) Fatigue +1% 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 37% chance to evade melee and ranged attacks and 47 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
restorative pair of rough leather boots (0 def, 1 armour) restorative pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% HP.reg +1.70 Heal.mod +12% A pair of boots made of leather. |
traveler's pair of rough leather boots of speed (0 def, 1 armour) traveler's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+1 eff.) ---------- misc Max.enc +22 A pair of boots made of leather. |
wanderer's pair of rough leather boots (0 def, 1 armour) wanderer's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+2 eff.) Mind.save +11 (+2 eff.) A pair of boots made of leather. |
The Black Boots (2 def, 1 armour) The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
grounding pair of hardened leather boots of uncanny dodging (4 def, 3 armour) grounding pair of hardened leather boots of uncanny dodging (4 def, 3 armour)2.0 T3 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Rng.Def +5 (+1 eff.) Fatigue +3% Resists +7% lightning +7% temporal A pair of boots made of leather. |
pair of hardened leather boots of invasion (0 def, 3 armour) pair of hardened leather boots of invasion (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Res.pen +8% physical ----- def ----- Armour +3 Fatigue +3% A pair of boots made of leather. |
steady rough leather gloves of magic (+2) (0 def, 1 armour) steady rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane Acc +5 (+1 eff.) ----- def ----- Armour +1 Phys.save +5 (+1 eff.) Mind.save +5 (+1 eff.) Disarm- +20% Unarmed combat: Power 7.0 - 7.7 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit / acc Acc +6 Apr +1 Crit +1.0% Atk.spd 100% Melee+ +4 arcane On Crit.r2 +5 arcane On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder hardened leather gloves of dexterity (+4) (0 def, 2 armour) cinder hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 7 fire Dmg.mod +5% fire Acc +10 (+2 eff.) ----- def ----- Armour +2 Resists +7% fire Unarmed combat: Power 18.0 - 19.8 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit / acc Acc +7 Apr +3 Crit +9.0% Atk.spd 100% On Crit.r2 +6 fire On Hit: 10% Fire Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Branudas' (0 def, 2 armour) hardened leather gloves 'Branudas' (0 def, 2 armour)1.0 T3 hands armor [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 5 lightning 7 fire Dmg.mod +5% lightning +6% fire +9% blight Acc +7 (+2 eff.) On Hit (Melee): * 20% chance to disease ----- def ----- Armour +2 Resists +8% lightning +6% fire Phys.save +5 (+1 eff.) Mind.save +5 (+1 eff.) Disarm- +20% Unarmed combat: Power 16.0 - 17.6 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit / acc Acc +7 Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +4 blight On Crit.r2 +9 lightning +6 fire On Hit: 10% Perfect Control 3 On Hit: 10% Lightning Breath 3 On Hit: 10% Fire Breath 3 On Hit: * 40% chance to cause random gloom Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's hardened leather gloves of magic (+4) (0 def, 2 armour) naturalist's hardened leather gloves of magic (+4) (0 def, 2 armour)1.0 T3 hands armor [Ego] Arcane/Nature While equipped: Stats +4 Mag dps ---------- Melee+ 8 nature Dmg.mod +5% arcane +6% nature ----- def ----- Armour +2 Resists +7% nature Unarmed combat: Power 17.5 - 19.3 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 arcane On Crit.r2 +7 arcane +7 nature On Hit: 10% Poison Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady hardened leather gloves (0 def, 2 armour) steady hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Ego] Psionic While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Armour +2 Phys.save +7 (+2 eff.) Mind.save +6 (+1 eff.) Disarm- +23% Unarmed combat: Power 16.5 - 18.2 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit / acc Acc +6 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves of strength (+4) (0 def, 3 armour) drakeskin leather gloves of strength (+4) (0 def, 3 armour)1.0 T5 hands armor [Ego] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +3 Unarmed combat: Power 31.0 - 34.1 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +5 Crit +5.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand dwarven-steel gauntlets (0 def, 8 armour) sand dwarven-steel gauntlets (0 def, 8 armour)1.5 T3 hands armor Reqs Heavy Armour Training [Ego] Nature While equipped: dps ---------- Melee+ 8 physical Dmg.mod +6% physical ----- def ----- Armour +8 Unarmed combat: Power 19.5 - 27.3 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +7 physical On Crit.r2 +5 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets (0 def, 2 armour) steady dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor Reqs Heavy Armour Training [Ego] Psionic While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +2 Phys.save +7 (+2 eff.) Mind.save +7 (+1 eff.) Disarm- +28% Unarmed combat: Power 20.5 - 28.7 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.1% dam / acc Acc +8 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat of the Brotherhood (1 def, 0 armour) linen wizard hat of the Brotherhood (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Con dps ---------- Dmg.mod +6% arcane ----- def ----- Defense +1 (+0 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... |
linen wizard hat of the mind (+10%) (1 def, 0 armour) linen wizard hat of the mind (+10%) (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: dps ---------- Dmg.mod +10% mind ----- def ----- Defense +1 (+0 eff.) Resists +10% mind A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat of frost (+16%) (1 def, 0 armour) stabilizing linen wizard hat of frost (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% cold ----- def ----- Defense +1 (+0 eff.) Resists +16% cold Phys.save +5 (+1 eff.) A pointy cloth hat, very wizardly... |
Celestial Circlet (3 def, 0 armour) Celestial Circlet (3 def, 0 armour)2.0 T2 head armor [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light +10% darkness +10% arcane ----- def ----- Defense +3 (+1 eff.) Resists +10% light +10% darkness +10% arcane ---------- misc Masteries +0.10 Celestial/Circles Circle of Shifting Shadows: (Instant) Level 2.0 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle increases your Defense by 51, and deals 62.43 darkness damage per turn to everyone else with in its radius. The circle lasts 5 turns. The damage will increase with your Spellpower. A silver circlet studded with moonstones. |
hardened leather cap 'Gulen' (0 def, 3 armour) hardened leather cap 'Gulen' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +14 Dex +7 Wil +10 Cun +4 Con dps ---------- Mind.crit +9% Dmg.mod +6% mind Res.pen +10% mind Apr +6 Melee Ret 12 mind ----- def ----- Armour +3 Fatigue +3% Resists +10% blight +6% acid +19% darkness -30% light Mind.save +10 (+2 eff.) HP.reg +5.20 ---------- misc Stam/ret +4.20 Equi/ret +4.10 Infravis +6 A cap made of leather. |
Gleamwisp (0 def, 8 armour) Gleamwisp (0 def, 8 armour)3.0 T3 head armor Reqs Heavy Armour Training [Random Unique] Master While equipped: Stats +8 Str +4 Dex +9 Wil +7 Cun +4 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +6% mind Apr +6 Melee Ret 8 physical On Hit (Melee): * 30% chance to blind ----- def ----- Armour +8 Fatigue +4% Resists +11% blight Phys.save +16 (+3 eff.) Mind.save +20 (+3 eff.) ---------- misc Hate/m.crit +5.00 Infravis +3 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 375.1 Physical damage. If the attack hits, the target is confused (45% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating dwarven-steel helm of strength (+4) (0 def, 4 armour) insulating dwarven-steel helm of strength (+4) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy Armour Training [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% Resists +7% fire +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Undeathbraze the flint wardstone Undeathbraze the flint wardstone1.0 T3 wardstone armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Mag +8 Wil dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +16% light +15% fire Melee Ret 16 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +6 Defense +6 (+1 eff.) Resists +23% lightning +25% physical +15% light +21% cold +39% fire +23% acid Dmg.red +3 all D.Red.from +17% Dragon Proj.slow +20% Confus- +5% Pinning- +15% Stun/Frz- +15% ---------- misc Hate/turn +0.40 Psi/turn +1.50 Max.hate +17.00 Max.psi +21.00 Wards +3 lightning +4 physical +4 light +3 cold +7 fire +4 acid Talents +9 Ward Paradox regeneration: -0.70 Handheld warding devices |
flint wardstone 'Elenisin' flint wardstone 'Elenisin'1.0 T3 wardstone armor [Random Unique] Nature/Psionic While equipped: Stats +2 Mag +9 Wil dps ---------- Dmg.mod +29% lightning +6% arcane Res.pen +10% arcane ----- def ----- Armour +4 Defense +6 (+1 eff.) Resists +47% lightning +16% physical +23% fire +17% cold +12% nature +29% acid Dmg.red +3 all D.Red.from +17% Dragon Proj.slow +20% Disarm- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Hate/turn +0.40 Psi/turn +1.90 Equi/turn -0.70 Max.hate +13.00 Max.psi +28.00 Wards +9 lightning +3 physical +3 cold +3 fire +3 acid Talents +9 Ward Equilibrium regeneration: -0.70 Reduced minimum equilibrium: -16.00 Handheld warding devices |
2 agate 2 agate0.0 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.0 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire 2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.0 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 When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
304 alchemist agate 304 alchemist agate0.0 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. |
72 alchemist ametrine 72 alchemist ametrine0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: Lights terrain (power 10) Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
burglar's brass lantern of clarity burglar's brass lantern of clarity2.0 T1 lite [Ego+] Master/Psionic While equipped: Stats +4 Cun ----- def ----- Mind.save +6 (+1 eff.) ---------- misc Light -8 Infravis +4 See.Stealth +5 See.Invis +8 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Jetsweeper Jetsweeper1.0 T3 lite [Random Unique] Arcane/Master While equipped: Stats +5 Mag dps ---------- Spell.crit +10% Spell.pwr +10 (+1 eff.) Dmg.mod +18% acid +11% light +9% darkness Res.pen +5% acid +11% all Apr +11 Melee Ret 22 fire ----- def ----- Resists +21% blight +8% fire +33% darkness Affinity +5% light ---------- misc Light +15 Infravis +10 See.Invis +22 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 48 blight damage or heals 65 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 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. |
Rod of Recall (1/1) Rod of Recall (1/1)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. |
yew totem of thorny skin 'Nightpulverizer' [power 39] (20 cooldown) yew totem of thorny skin 'Nightpulverizer' [power 39] (20 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +15% arcane +10% darkness ----- def ----- Resists +5% arcane +21% darkness ---------- misc Wards +7 acid +7 nature +7 light Talents +7 Rushing Claws +7 Lay Web +2 Ward Cooldown Lay Web -2 Rushing Claws -2 Harden the skin for 7 turns increasing armour by 39 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
defiled elm wand of conjuration [power 97] (10 cooldown) defiled elm wand of conjuration [power 97] (10 cooldown)2.0 T1 wand charm [Ego] Arcane While equipped: ---------- misc Max.vim +6.00 Fire a bolt of a random element with (base) damage 48 to 97 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of trap destruction [power 18] (15 cooldown) elm wand of trap destruction [power 18] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Disarm traps (18 bonus disarm power, based on Magic) along a range 4 line Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By rt the Superhuman Astromancer level 7
74th Pyre 122nd year of Ascendancy at 19:08 see stats
By rt the Superhuman Astromancer level 21
76th Pyre 122nd year of Ascendancy at 06:54 see stats
By rt the Superhuman Astromancer level 10
74th Pyre 122nd year of Ascendancy at 21:00 see stats
By rt the Superhuman Astromancer level 20
75th Pyre 122nd year of Ascendancy at 21:04 see stats
By rt the Superhuman Astromancer level 30
79th Pyre 122nd year of Ascendancy at 11:40 see stats
By rt the Superhuman Astromancer level 40
79th Pyre 122nd year of Ascendancy at 16:43 see stats
By rt the Superhuman Astromancer level 15
75th Pyre 122nd year of Ascendancy at 09:40 see stats
By rt the Superhuman Astromancer level 35
79th Pyre 122nd year of Ascendancy at 15:05 see stats
By rt the Superhuman Astromancer level 21
76th Pyre 122nd year of Ascendancy at 03:03 see stats
By rt the Superhuman Astromancer level 49
1st Mirth 122nd year of Ascendancy at 08:15 see stats
By rt the Superhuman Astromancer level 21
78th Pyre 122nd year of Ascendancy at 23:40 see stats
By rt the Superhuman Astromancer level 4
74th Pyre 122nd year of Ascendancy at 16:58 see stats
By rt the Superhuman Astromancer level 2
74th Pyre 122nd year of Ascendancy at 16:58 see stats
Log
rt killed Drem!
rt killed Neryleta the cutpurse!
rt killed Xanowe the drem master!
Ran for 2 turns (stop reason: taken damage).
Voryvea the gigantic corrosive tunneler's acid area effect hits rt for (32 shifted), 0 acid (0 total damage).
Rt drops on the floor: Gorirak (10-12 power, 2 apr, cold element).
Elyrathra the temporal stalker casts Glowing Orb.
Rt resists the blinding light!
Elyrathra the temporal stalker's spell attains critical power!
Elyrathra the temporal stalker hits rt for (113 shifted), 0 arcane (0 total damage).
Rt's spell attains critical power!
Voltaic Storm hits Zubuna the rogue for 387 lightning damage.
Rt casts Elemental Transposition.
There is an item here: Gorirak (10-12 power, 2 apr, cold element)
Rt deactivates Exploit Weakness.
Rt is no longer surging arcane power.
Rt deactivates Shock Hands.
Rt deactivates Through The Crowd.
Rt deactivates Elemental Harmony.
Rt deactivates Defensive Posture.
Rt deactivates Range Amplification Device.
Rt deactivates Chant of Fortitude.
Rt deactivates Fiery Hands.
Rt deactivates Inner Power.
Rt deactivates Voltaic Storm.
The furious bright storm around rt calms down and disappears.
Gwelgoroth deactivates Through The Crowd.