Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Glutton 1.2.3Gluttons are cursed with insatiable Hunger, which they use as a resource. It increases over time, and gives benefits and penalties depending on the current amount they have. They can Devour creatures, which they can then Digest to gain bonuses, sometimes permanent, including stat points and even talents. Since Gluttons can gain stat points from Devouring creatures, they gain no stat points per level. Since they can gain talents as well, they start with few categories. This is the basic class concept, and I hope you have fun with it. Disclaimer: the Glutton is very unbalanced right now (hence the alpha status). I welcome and encourage any feedback. Thanks to all of #tome for their help. Special thanks to FlarePusher and Draknodred for helping me flesh out the class concept and for developing talent ideas, and to natev for a lot of help but especially for letting me build off his resource code. Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. 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. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. 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 1.4.4Adds 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. Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
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. Spell Merchants 1.0.0 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! Hybrid Class Pack 1.4.6Adds a number of hybridized classes. Currently only remixes existing classes and talents. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. 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. 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: Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Proper Possession 1.5.0
Frequently Asked Questions: 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 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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. Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! 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. Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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. 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. Experience Controller 1.4.8
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 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. Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. 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! Infinite Cat Points 1.4.0One Cat Point per level. Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Forsaken |
Class | Possessor |
Level / Exp | 43 / 41% |
Size | big |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 145.32707112798 (base 60) |
Dexterity | 92 (base 60) |
Constitution | 85.654142255961 (base 60) |
Magic | 71.327071127981 (base 60) |
Willpower | 96 (base 60) |
Cunning | 104.65414225596 (base 60) |
Resources
Life | 10577/10577 |
Hate | 100/100 |
Equilibrium | 0 |
Psi | 878/878 |
Healing Factor | 1.5738856823619 |
Regeneration | 53.826890336778 |
Speed
Mental | +68.6% |
Attack | +68.6% |
Movement | +358% |
Spell | +68.6% |
Global | +222.50330275229% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 9 |
See Stealth | 98.212730328211 |
See Invisible | 134.86687258417 |
Offense: Mainhand
Damage | 113 |
Accuracy | 65 |
Crit Chance | 165% |
APR | 38 |
Speed | 0.59 |
Offense: Offhand
Damage | 116 |
Accuracy | 65 |
Crit Chance | 165% |
APR | 38 |
Speed | 0.59 |
Offense: Spell
Spellpower | 133 |
Crit Chance | 100% |
Speed | 0.59311981020166 |
Offense: Mind
Mindpower | 166 |
Crit Chance | 100% |
Speed | 0.59311981020166 |
Offense: Damage Bonus
Acid | +40% |
Blight | +6% |
Arcane | +9% |
Mind | +10% |
All | 0% |
Lightning | +18% |
Light | +3% |
Temporal | +12% |
Physical | +21% |
Cold | +5% |
Fire | +23% |
Nature | +10% |
Offense: Damage Penetration
Acid | +35% |
Physical | +25% |
Cold | +13% |
All | +5% |
Darkness | +19% |
Light | +10% |
Temporal | +10% |
Fire | +49% |
Mind | +49% |
Defense: Base
Armour (hardiness) | 185.5 (87.462686567164%) |
Defense | 80 |
Ranged Defense | 83 |
Fatigue | 0 |
Physical Save | 62 |
Spell Save | 62 |
Mental Save | 62 |
Defense: Resistances
Acid | + 80%( 85%) |
Blight | + 46%( 85%) |
Arcane | + 52%( 85%) |
Mind | + 35%( 85%) |
All | + 42%( 85%) |
Physical | + 54%( 85%) |
Lightning | + 70%( 85%) |
Light | + 52%( 85%) |
Temporal | + 54%( 85%) |
Darkness | + 99%( 99%) |
Cold | + 57%( 85%) |
Fire | + 60%( 85%) |
Nature | + 47%( 85%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 40% |
Bleed Resistance | 100% |
Confusion Resistance | 5% |
Fear Resistance | 100% |
Stun Resistance | 0% |
Poison Resistance | 100% |
Blind Resistance | 68% |
Inscriptions (2/3)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 49.20 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Class Talents
Cursed / Gloom | 3.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Possession | 5.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Shadows | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 5.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Deep horror | 3.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psionic menace | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Battle psionics | 4.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Body snatcher | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psychic blows | 4.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 2.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cursed / Cursed aura | 3.80 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Ravenous mind | 4.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Mentalism | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cursed / Gestures | 3.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Undead / Forsaken | 2.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
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 | Mental Tyranny |
talent | Gesture of Pain |
talent | Channel Pain |
talent | Gloom |
talent | Psionic Disruption |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 6.3)Penalty : Fear of Death: -13% resistance against damage from the undead. Power 1+: Power over Death: +15% damage against the undead. Power 2+: -1 Luck, +6 Strength, +6 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 7. Power 4+: Reprieve from Death: Humanoids you slay have a 43% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 6.3)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 17%) for 4 turns. Power 1+: Nightwalker: +25 Darkness Resistance, +14% Max Darkness Resistance, +15 See Invisible Power 2+: -1 Luck, +12 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 27% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 27% for 3 turns. |
beneficial effect | Guarding against melee damage: Will dismiss up to 75 damage from the next 2.3 attack(s) with a 19% chance to counterattack. Guarded |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+73% global speed). Clarity |
detrimental effect | Zone-wide effect: Strong scents fill the air and make you feel drowsy. If the timer reaches 0 you will fall into a dreaming sleep state. -10% mind resistance, -20% sleep resistance, +10% nature damage. Heady Scent |
detrimental effect | On death will restore to the source up to 12 times the vim's worth. Bleak Outcome |
beneficial effect | The target is enveloped in a shroud that seems to not only obscure it but also to fade its form (+27% resist all). Shroud of Passing |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 5.3)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +11 Defense, +5 Ranged Defense Power 2+: -1 Luck, +10 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+43% chance to avoid traps). Power 4+: Unfortunate End: There is a 34% chance that the damage you deal will increase by 35% if the increase would be enough to kill your opponent. |
Quests
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Haladur (Madness) (0 def, 3 armour) Haladur (Madness) (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +8 Lck +5 Dex dps ---------- Dmg.mod +6% arcane +6% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue -4% Resists +8% lightning +9% temporal +5% arcane Phys.save +7 (+0 eff.) Stealth +9 ---------- misc Max.enc +34 Stam/turn +0.60 Max.stam +13.00 A pair of boots made of leather. |
Light source | piercing brass lantern (Shrouds) piercing brass lantern (Shrouds)2.0 T1 lite [Ego+] Master While equipped: dps ---------- Res.pen +5% all Apr +6 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | dwarven-steel helm 'Brodindur' (Corpses) (0 def, 4 armour) dwarven-steel helm 'Brodindur' (Corpses) (0 def, 4 armour)3.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +13 Str +15 Dex +3 Cun ----- def ----- Armour +4 Fatigue +4% Resists +8% blight +9% cold +25% darkness +8% fire Spell.save +8 (+0 eff.) Mind.save +9 (+3 eff.) ---------- misc Infravis +4 See.Invis +18 Curse of Corpses Circle of Sanctity: (Instant) Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Fists of the Desert Scorpion (Madness) (8 def, 4 armour) Fists of the Desert Scorpion (Madness) (8 def, 4 armour)1.5 T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 5% Perfect Control 1 On Hit: 5% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 4.0 Pwr.cost 10 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Tool | Eilinith (Corpses) [power 67] (12 cooldown) Eilinith (Corpses) [power 67] (12 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: Stats +1 Cun +4 Wil dps ---------- Mind.crit +3% Crit.mult +3.00% Melee Ret 8 mind ----- def ----- Armour +4 ---------- misc Hate/m.crit +3.00 Max.stam +10.00 Talents +4 Rushing Claws +3 Lay Web Cooldown Rushing Claws -1 Lay Web -2 Harden the skin for 7 turns increasing armour by 67 and armour hardiness by 70% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | psionicist's stralite ring of power (Madness) psionicist's stralite ring of power (Madness)0.1 T4 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +9 (+1 eff.) Spell.pwr +9 (+1 eff.) Mind.pwr +9 (+1 eff.) ----- def ----- Mind.save +6 (+2 eff.) Rings can have magical properties. |
On fingers | Amildir the Cracklebiter (Misfortune) Amildir the Cracklebiter (Misfortune)0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Str +8 Wil +7 Cun +5 Con dps ---------- Mind.pwr +8 (+1 eff.) Dmg.mod +18% lightning Res.pen +25% fire Melee Ret 16 lightning 8 fire ----- def ----- Armour +12 Fatigue -8% Resists +6% lightning Spell.save +14 (+0 eff.) Blind- +37% ---------- misc Max.enc +32 Max.stam +24.00 Infravis +5 See.Stealth +17 See.Invis +21 Rings can have magical properties. |
Around neck | Gorotontir (Nightmares) Gorotontir (Nightmares)0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Wil ----- def ----- Defense +6 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue -13% Resists +22% darkness +13% fire +18% cold +9% nature +14% light HP.reg +7.10 Blind- +31% Cut- +5% Confus- +5% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +2 Amulets can have magical properties. |
In main hand | Beloriaba the Weepsear (Shrouds) (12-13.2 power, 32 apr, nature damage) Beloriaba the Weepsear (Shrouds) (12-13.2 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature This natural mindstar calls for a summoner. This natural venom should be returned to the wyrm. Power 12.0 - 13.2 Nature Uses 85% Wil, 50% Mag, 25% Cun Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Crit.r2 +4 nature While equipped: Stats +2 Con dps ---------- Mind.crit +4% Crit.mult +5.00% Mind.pwr +24 (+3 eff.) Dmg.mod +22% acid +11% fire +5% cold +13% physical Res.pen +18% acid +6% fire +8% cold +6% physical Melee Ret 12 acid 8 nature ----- def ----- Resists +12% acid +3% physical Die.at -20.00 life HP.reg +1.70 ---------- misc Max.mana +40.00 Curse of Shrouds 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. |
Around waist | hardened leather belt 'Olovon' (Madness) hardened leather belt 'Olovon' (Madness)1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +11.0% Mind.crit +7% Crit.mult +8.00% Phys.pwr +5 (+0 eff.) Dmg.mod +9% temporal On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +10% lightning +13% temporal +24% acid HP.reg +1.30 Heal.mod +13% A belt that goes around your waist. |
In off hand | pulsing mindstar 'Camodir' (Corpses) (13-14.3 power, 32 apr, nature damage) pulsing mindstar 'Camodir' (Corpses) (13-14.3 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic This natural fire should be returned to the wyrm. This natural venom should be returned to the wyrm. Power 13.0 - 14.3 Nature Uses 85% Wil, 50% Mag, 25% Cun Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit.r1 +4 arcane +12 temporal While equipped: Stats +6 Cun dps ---------- Mind.crit +4% Crit.mult +14.00% Mind.pwr +15 (+2 eff.) All.spd +4% Dmg.mod +12% acid +12% fire +3% arcane +3% temporal Res.pen +12% acid +13% fire +5% temporal Melee Ret 12 acid 9 fire 4 temporal ----- def ----- Resists +7% acid +8% fire HP.reg +1.60 Def/telep +5 Res/telep +5% Dur/telep +5% Curse of Corpses 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. |
Cloak | Glimmerwreck the cashmere cloak (Shrouds) (21 def, 11 armour) Glimmerwreck the cashmere cloak (Shrouds) (21 def, 11 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% light Res.pen +5% light Melee Ret 20 light ----- def ----- Armour +11 Defense +21 (+4 eff.) Resists +3% light +5% arcane Phys.save +31 (+0 eff.) Spell.save +39 (+0 eff.) Mind.save +45 (+12 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Relgothel the Hellsravager (Misfortune) (7 def, 13 armour) Relgothel the Hellsravager (Misfortune) (7 def, 13 armour)17.0 T4 massive armor [Random Unique] Arcane/Master While equipped: Stats +4 Wil dps ---------- Spell.pwr +4 (+0 eff.) Dmg.mod +6% blight Melee Ret 12 arcane ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +26% Resists +25% lightning +9% physical +3% fire +8% arcane +22% acid Phys.save +18 (+0 eff.) Spell.save +31 (+0 eff.) ---------- misc Mana/s.crit +2.00 Curse of Misfortune A suit of armour made of metal plates. |
Inventory
movement infusion of the psychic (784% speed; 6 turns) movement infusion of the psychic (784% speed; 6 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 784% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
oxygen infusion of the sneak (stamina 338 over 10 turns) oxygen infusion of the sneak (stamina 338 over 10 turns)0.1 T2 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 restore 338 stamina and air over 10 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+18 for 12 turns, die at -865) heroism infusion of the titan (+18 for 12 turns, die at -865)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 12 turns. While Heroism is active, you will only die when reaching -865 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the titan (+16 for 7 turns, die at -709) heroism infusion of the titan (+16 for 7 turns, die at -709)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 7 turns. While Heroism is active, you will only die when reaching -709 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the titan (1130% regen over 10 turns; 56 instant mana) manasurge rune of the titan (1130% regen over 10 turns; 56 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (59% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1130% for 10 turns and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 10; power 15; dur 5) phase door rune (range 10; power 15; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 7 Travel.spd instantaneous Usage Speed Spell (59% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
grounding copper amulet of dexterity (+2) (Corpses) grounding copper amulet of dexterity (+2) (Corpses)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets can have magical properties. |
rogue's stralite ring of power (Nightmares) rogue's stralite ring of power (Nightmares)0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +6 Cun dps ---------- Phys.pwr +10 (+1 eff.) Spell.pwr +9 (+1 eff.) Mind.pwr +11 (+2 eff.) ----- def ----- Defense +12 (+3 eff.) Rings can have magical properties. |
warrior's stralite ring of clarity (Corpses) warrior's stralite ring of clarity (Corpses)0.1 T4 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str ----- def ----- Armour +8 Mind.save +8 (+2 eff.) Confus- +33% Rings can have magical properties. |
elm starstaff of protection (Nightmares) (10-12 power, 2 apr, physical element) elm starstaff of protection (Nightmares) (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% physical ----- def ----- Resists +5% physical ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
yew starstaff of fate (Misfortune) (20-24 power, 4 apr, light element) yew starstaff of fate (Misfortune) (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+1 eff.) Dmg.mod +20% light ----- def ----- Phys.save +8 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +7 (+2 eff.) ---------- misc Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood magestaff of illumination (Corpses) (25-30 power, 5 apr, arcane element) cruel elven-wood magestaff of illumination (Corpses) (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Ego] Nature/Master Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +4% Crit.mult +14.00% Spell.pwr +12 (+2 eff.) Dmg.mod +25% arcane On Hit (Melee): * 11% chance to blind ----- def ----- Defense +9 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Curse of Corpses Illuminate: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 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 190.83 light damage. Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood magestaff of illumination (Madness) (25-30 power, 5 apr, cold element) cruel elven-wood magestaff of illumination (Madness) (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Ego] Nature/Master Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +4% Crit.mult +17.00% Spell.pwr +12 (+2 eff.) Dmg.mod +25% cold On Hit (Melee): * 11% chance to blind ----- def ----- Defense +9 (+2 eff.) ---------- misc Light +4 Talents +1 Command Staff Curse of Madness Illuminate: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 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 190.83 light damage. Staves designed for wielders of magic, by the greats of the art. |
defender's elven-wood magestaff of illumination (Madness) (25-30 power, 5 apr, arcane element) defender's elven-wood magestaff of illumination (Madness) (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Ego] Nature/Master Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% arcane On Hit (Melee): * 9% chance to blind ----- def ----- Defense +18 (+4 eff.) Phys.save +6 (+0 eff.) ---------- misc Light +4 Talents +1 Command Staff Curse of Madness Illuminate: Puts all charms on 4 cooldown Level 1.0 Pwr.cost 4 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 141.70 light damage. Staves designed for wielders of magic, by the greats of the art. |
defender's elven-wood magestaff of illumination (Nightmares) (25-30 power, 5 apr, lightning element) defender's elven-wood magestaff of illumination (Nightmares) (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego] Nature/Master Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% lightning On Hit (Melee): * 10% chance to blind ----- def ----- Defense +22 (+5 eff.) Phys.save +6 (+0 eff.) ---------- misc Light +2 Talents +1 Command Staff Curse of Nightmares Illuminate: Puts all charms on 4 cooldown Level 1.0 Pwr.cost 4 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 141.70 light damage. Staves designed for wielders of magic, by the greats of the art. |
defender's elven-wood magestaff of might (Nightmares) (25-30 power, 5 apr, cold element) defender's elven-wood magestaff of might (Nightmares) (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Ego] Arcane/Master Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +12 (+2 eff.) Dmg.mod +25% cold ----- def ----- Defense +9 (+2 eff.) Phys.save +6 (+0 eff.) ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
defender's elven-wood starstaff (Corpses) (25-30 power, 5 apr, temporal element) defender's elven-wood starstaff (Corpses) (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon [Ego] Master Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% temporal ----- def ----- Defense +10 (+2 eff.) Phys.save +6 (+0 eff.) ---------- misc Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff of illumination (Corpses) (25-30 power, 5 apr, fire element) elven-wood magestaff of illumination (Corpses) (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego] Nature Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% fire On Hit (Melee): * 12% chance to blind ----- def ----- Defense +9 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Curse of Corpses Illuminate: Puts all charms on 4 cooldown Level 1.0 Pwr.cost 4 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 141.70 light damage. Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff of illumination (Shrouds) (25-30 power, 5 apr, temporal element) elven-wood starstaff of illumination (Shrouds) (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon [Ego] Nature Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% temporal On Hit (Melee): * 11% chance to blind ----- def ----- Defense +10 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Curse of Shrouds Illuminate: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 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 190.83 light damage. Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff of fate (Madness) (25-30 power, 5 apr, blight element) elven-wood vilestaff of fate (Madness) (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+2 eff.) Dmg.mod +25% blight ----- def ----- Phys.save +8 (+0 eff.) Spell.save +9 (+0 eff.) Mind.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff of fate (Nightmares) (25-30 power, 5 apr, fire element) elven-wood vilestaff of fate (Nightmares) (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 Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +12 (+2 eff.) Dmg.mod +25% fire ----- def ----- Phys.save +9 (+0 eff.) Spell.save +11 (+0 eff.) Mind.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff of illumination (Misfortune) (25-30 power, 5 apr, fire element) elven-wood vilestaff of illumination (Misfortune) (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego] Nature Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% fire On Hit (Melee): * 5% chance to blind ----- def ----- Defense +5 (+1 eff.) ---------- misc Light +3 Talents +1 Command Staff Curse of Misfortune Illuminate: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 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 190.83 light damage. Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff of illumination (Nightmares) (25-30 power, 5 apr, blight element) elven-wood vilestaff of illumination (Nightmares) (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon [Ego] Nature Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% blight On Hit (Melee): * 11% chance to blind ----- def ----- Defense +8 (+2 eff.) ---------- misc Light +4 Talents +1 Command Staff Curse of Nightmares Illuminate: Puts all charms on 4 cooldown Level 1.0 Pwr.cost 4 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 141.70 light damage. Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff of illumination (Shrouds) (25-30 power, 5 apr, darkness element) elven-wood vilestaff of illumination (Shrouds) (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego] Nature Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% darkness On Hit (Melee): * 12% chance to blind ----- def ----- Defense +9 (+2 eff.) ---------- misc Light +4 Talents +1 Command Staff Curse of Shrouds Illuminate: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 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 190.83 light damage. Staves designed for wielders of magic, by the greats of the art. |
elven-wood vilestaff of paradox (Shrouds) (25-30 power, 5 apr, blight element) elven-wood vilestaff of paradox (Shrouds) (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +8 temporal While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% blight ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood magestaff (Corpses) (34-40.8 power, 5 apr, lightning element) potent elven-wood magestaff (Corpses) (34-40.8 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego] Arcane Power 34.0 - 40.8 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +16 (+2 eff.) Dmg.mod +34% lightning ---------- misc Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood starstaff of illumination (Madness) (25-30 power, 5 apr, light element) shimmering elven-wood starstaff of illumination (Madness) (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego] Arcane/Nature Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +25% light On Hit (Melee): * 15% chance to blind ----- def ----- Defense +10 (+2 eff.) ---------- misc Mana/turn +0.20 Max.mana +54.00 Light +4 Talents +1 Command Staff Curse of Madness Illuminate: Puts all charms on 4 cooldown Level 1.0 Pwr.cost 4 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 141.70 light damage. Staves designed for wielders of magic, by the greats of the art. |
Emelitta the Cloudream (Madness) (30-36 power, 6 apr, cold element) Emelitta the Cloudream (Madness) (30-36 power, 6 apr, cold element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 lightning While equipped: dps ---------- Spell.crit +5% Crit.mult +75.00% Spell.pwr +33 (+5 eff.) Melee+ 67 fire Dmg.mod +12% lightning +30% cold Melee Ret 12 arcane On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +19 Hardiness +7% Defense +10 (+2 eff.) Resists +5% arcane Phys.save +11 (+0 eff.) ---------- misc Mana/turn +0.40 Max.mana +81.00 See.Invis +34 Wards +3 cold Talents +4 Ward +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
Salibeth the Starpiercer (Misfortune) (30-36 power, 6 apr, arcane element) Salibeth the Starpiercer (Misfortune) (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 light On Crit.r2 +12 lightning +4 light While equipped: Stats +7 Mag +2 Cun +7 Con dps ---------- Spell.crit +13% Crit.mult +56.00% Spell.pwr +29 (+4 eff.) Melee+ 27 fire Dmg.mod +30% arcane Res.pen +10% lightning +5% light Melee Ret 8 lightning 4 light ----- def ----- Defense +14 (+3 eff.) Phys.save +7 (+0 eff.) ---------- misc Mana/turn +0.31 Vim/s.crit +7.00 Max.mana +78.00 Max.vim +50.00 Max.N.En +32.00 See.Invis +17 Talents +1 Command Staff Curse of Misfortune Unleash an elemental blastwave, dealing 142.91 to 171.49 arcane damage in a radius 6 around the user Puts all charms on 6 cooldown Staves designed for wielders of magic, by the greats of the art. |
cruel dragonbone magestaff (Corpses) (30-36 power, 6 apr, arcane element) cruel dragonbone magestaff (Corpses) (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Ego] Master Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Spell.crit +5% Crit.mult +15.00% Spell.pwr +15 (+2 eff.) Dmg.mod +30% arcane ---------- misc Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
cruel dragonbone magestaff of illumination (Misfortune) (30-36 power, 6 apr, arcane element) cruel dragonbone magestaff of illumination (Misfortune) (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Ego] Nature/Master Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Spell.crit +5% Crit.mult +17.00% Spell.pwr +15 (+2 eff.) Dmg.mod +30% arcane On Hit (Melee): * 9% chance to blind ----- def ----- Defense +10 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Curse of Misfortune Illuminate: Puts all charms on 4 cooldown Level 1.0 Pwr.cost 4 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 141.70 light damage. Staves designed for wielders of magic, by the greats of the art. |
cruel dragonbone magestaff of warding (Misfortune) (30-36 power, 6 apr, arcane element) cruel dragonbone magestaff of warding (Misfortune) (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Ego] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Spell.crit +5% Crit.mult +17.00% Spell.pwr +15 (+2 eff.) Dmg.mod +30% arcane ----- def ----- Armour +6 Defense +5 (+1 eff.) ---------- misc Wards +2 arcane Talents +2 Ward +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
cruel dragonbone starstaff of projection (Nightmares) (30-36 power, 6 apr, physical element) cruel dragonbone starstaff of projection (Nightmares) (30-36 power, 6 apr, physical element)5.0 T5 staff 2H weapon [Ego] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +11.0% Spell.crit +8% Crit.mult +17.00% Spell.pwr +18 (+2 eff.) Dmg.mod +30% physical ---------- misc Talents +1 Command Staff Curse of Nightmares Project a bolt elemental energy from the staff (to range 10) dealing 142.91 to 171.49 physical damage Puts all charms on 3 cooldown Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone magestaff of power (Nightmares) (35-42 power, 6 apr, fire element) potent dragonbone magestaff of power (Nightmares) (35-42 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego] Arcane Power 35.0 - 42.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +32 (+4 eff.) Dmg.mod +35% fire ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
potent dragonbone starstaff of power (Nightmares) (40-48 power, 6 apr, light element) potent dragonbone starstaff of power (Nightmares) (40-48 power, 6 apr, light element)5.0 T5 staff 2H weapon [Ego] Arcane Power 40.0 - 48.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +29 (+4 eff.) Dmg.mod +40% light ---------- misc Talents +1 Command Staff Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
shimmering dragonbone starstaff (Misfortune) (30-36 power, 6 apr, light element) shimmering dragonbone starstaff (Misfortune) (30-36 power, 6 apr, light element)5.0 T5 staff 2H weapon [Ego] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% light ---------- misc Mana/turn +0.35 Max.mana +59.00 Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Polakira (Misfortune) (82.5-123.75 power, 3 apr) Polakira (Misfortune) (82.5-123.75 power, 3 apr)3.0 T4 battleaxe 2H weapon [Random Unique] Nature/Master Power 82.5 - 123.8 Mind Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +8 arcane On Hit.r1 +12 mind On Crit.r2 +4 mind On Hit: * 20% chance to cause random gloom * 41% chance to corrode armour by 30% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +17.0% Dmg.mod +3% arcane Res.pen +13% acid +15% mind Acc +14 (+4 eff.) ----- def ----- Defense +13 (+3 eff.) Resists +5% arcane HP.reg +2.00 Disarm- +49% Curse of Misfortune Massive two-handed battleaxes. |
balanced stralite battleaxe (Madness) (43-64.5 power, 3 apr) balanced stralite battleaxe (Madness) (43-64.5 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Master Power 43.0 - 64.5 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +13 (+3 eff.) Disarm- +45% Curse of Madness Massive two-handed battleaxes. |
flaming stralite battleaxe of daylight (Misfortune) (45.5-68.25 power, 3 apr) flaming stralite battleaxe of daylight (Misfortune) (45.5-68.25 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Arcane Power 45.5 - 68.3 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +14 light Against +24% Undead On Hit.r1 +12 fire Curse of Misfortune Massive two-handed battleaxes. |
stralite battleaxe of massacre (Madness) (56.5-84.75 power, 3 apr) stralite battleaxe of massacre (Madness) (56.5-84.75 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Master Power 56.5 - 84.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Curse of Madness Massive two-handed battleaxes. |
stralite battleaxe of massacre (Shrouds) (60.5-90.75 power, 3 apr) stralite battleaxe of massacre (Shrouds) (60.5-90.75 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego] Master Power 60.5 - 90.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Curse of Shrouds Massive two-handed battleaxes. |
voratun battleaxe 'Pyreoracle' (Nightmares) (73-109.5 power, 4 apr) voratun battleaxe 'Pyreoracle' (Nightmares) (73-109.5 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master/Psionic Power 73.0 - 109.5 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +24 mind +17 blight +20 fire +12 arcane On Hit: 10% Epidemic 5 On Hit: * 16% chance to disease * 37% chance to cause random gloom * 20% chance to torment the target While equipped: Stats +7 Cun +10 Wil dps ---------- Dmg.mod +9% fire +14% physical Res.pen +20% physical +21% darkness +5% fire +10% arcane +17% mind Apr +19 ----- def ----- Resists +9% fire Disease- +49% Curse of Nightmares Massive two-handed battleaxes. |
flaming iron greatmaul (Nightmares) (16-24 power, 1 apr) flaming iron greatmaul (Nightmares) (16-24 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 16.0 - 24.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% On Hit.r1 +10 fire Curse of Nightmares Massive two-handed mauls. |
stralite greatmaul 'Scabsever' (Madness) (69.5-104.25 power, 3 apr) stralite greatmaul 'Scabsever' (Madness) (69.5-104.25 power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Nature/Master Power 69.5 - 104.3 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% Melee+ +65 insidious poison +23 temporal +24 nature On Hit: * Slows global speed by 44% While equipped: dps ---------- Phys.crit +19.0% Crit.mult +26.00% Dmg.mod +21% nature +16% physical Res.pen +10% temporal +19% physical Apr +36 Melee Ret 4 nature 4 temporal ----- def ----- Resists +6% nature +3% temporal Curse of Madness Massive two-handed mauls. |
acidic iron greatsword of vileness (Corpses) (17.5-28 power, 1 apr) acidic iron greatsword of vileness (Corpses) (17.5-28 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 17.5 - 28.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 blight +9 acid On Hit: * 7% chance to disease On Crit: * splashes the target with acid Curse of Corpses Massive two-handed swords. |
insidious stralite greatsword (Madness) (47.5-76 power, 3 apr) insidious stralite greatsword (Madness) (47.5-76 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Nature Power 47.5 - 76.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +24 insidious poison Curse of Madness Massive two-handed swords. |
stralite greatsword 'Glintblow' (Nightmares) (49.5-79.2 power, 3 apr) stralite greatsword 'Glintblow' (Nightmares) (49.5-79.2 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Master Power 49.5 - 79.2 Arcane Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +24 blight +19 light +23 cold Against +35% Undead On Hit: 10% Epidemic 4 On Hit: * 24% chance to disease On Crit: * cripple the target While equipped: dps ---------- Phys.crit +16.0% Dmg.mod +6% temporal +9% arcane +17% physical Res.pen +25% temporal +14% physical Apr +16 Melee Ret 20 light ----- def ----- Disease- +39% Curse of Nightmares Massive two-handed swords. |
stralite greatsword of erosion (Madness) (49.5-79.2 power, 3 apr) stralite greatsword of erosion (Madness) (49.5-79.2 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Nature Power 49.5 - 79.2 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +12 nature +13 temporal Curse of Madness Massive two-handed swords. |
stralite greatsword of massacre (Shrouds) (60.5-96.8 power, 3 apr) stralite greatsword of massacre (Shrouds) (60.5-96.8 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Master Power 60.5 - 96.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Curse of Shrouds Massive two-handed swords. |
stralite greatsword of persecution (Shrouds) (50-80 power, 3 apr) stralite greatsword of persecution (Shrouds) (50-80 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Disrupt Power 50.0 - 80.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Against +14% Unnatural While equipped: Stats +6 Wil Curse of Shrouds Massive two-handed swords. |
balanced voratun greatsword of erosion (Shrouds) (61-97.6 power, 4 apr) balanced voratun greatsword of erosion (Shrouds) (61-97.6 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Nature/Master Power 61.0 - 97.6 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +17 nature +13 temporal While equipped: dps ---------- Acc +13 (+4 eff.) ----- def ----- Defense +17 (+4 eff.) Disarm- +42% Curse of Shrouds Massive two-handed swords. |
balanced voratun greatsword of massacre (Misfortune) (73.5-117.6 power, 4 apr) balanced voratun greatsword of massacre (Misfortune) (73.5-117.6 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Master Power 73.5 - 117.6 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +14 (+4 eff.) ----- def ----- Defense +14 (+3 eff.) Disarm- +48% Curse of Misfortune Massive two-handed swords. |
insidious voratun greatsword of massacre (Misfortune) (69-110.4 power, 4 apr) insidious voratun greatsword of massacre (Misfortune) (69-110.4 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Nature/Master Power 69.0 - 110.4 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +52 insidious poison Curse of Misfortune Massive two-handed swords. |
voratun greatsword of massacre (Nightmares) (74-118.4 power, 4 apr) voratun greatsword of massacre (Nightmares) (74-118.4 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego] Master Power 74.0 - 118.4 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Curse of Nightmares Massive two-handed swords. |
voratun greatsword of phasing (Shrouds) (62-99.2 power, 21 apr) voratun greatsword of phasing (Shrouds) (62-99.2 power, 21 apr)3.0 T5 greatsword 2H weapon [Ego] Arcane Power 62.0 - 99.2 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +21 Crit +5.0% Atk.spd 100% Phasing +72% Curse of Shrouds Massive two-handed swords. |
Volcanic Slasher (Shrouds) (15-21 power, 5 apr) Volcanic Slasher (Shrouds) (15-21 power, 5 apr)3.0 T1 longsword 1H weapon [Unique] Nature/Master Power 15.0 - 21.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +5.0% Atk.spd 100% Melee+ +10 bleed On Crit.r2 +20 fire While equipped: ---------- misc Masteries +0.20 Wild-gift/Volcanism Curse of Shrouds A long shard of obsidian, a weapon never seen in use these days. It belongs in a museum. |
iron longsword of massacre (Nightmares) (16-22.4 power, 2 apr) iron longsword of massacre (Nightmares) (16-22.4 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 16.0 - 22.4 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Curse of Nightmares Sharp, long, and deadly. |
steel longsword 'Blastblow' (Nightmares) (25-35 power, 3 apr) steel longsword 'Blastblow' (Nightmares) (25-35 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Arcane/Master Power 25.0 - 35.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +9 fire On Hit: * 8% chance to inflict 15% damage reduction * 20% chance to curse the target While equipped: dps ---------- Phys.crit +9.0% Crit.mult +13.00% Spell.pwr +6 (+1 eff.) S.pwr/crit +6 Dmg.mod +8% physical Res.pen +20% blight +9% physical Apr +17 ----- def ----- Resists +9% acid +9% lightning ---------- misc Vim/s.crit +2.00 Curse of Nightmares Sharp, long, and deadly. |
flaming stralite longsword (Corpses) (33-46.2 power, 5 apr) flaming stralite longsword (Corpses) (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 Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% On Hit.r1 +7 fire Curse of Corpses Sharp, long, and deadly. |
hateful stralite longsword of massacre (Misfortune) (43-60.2 power, 5 apr) hateful stralite longsword of massacre (Misfortune) (43-60.2 power, 5 apr)3.0 T4 longsword 1H weapon [Ego] Master/Psionic Power 43.0 - 60.2 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Melee+ +10 darkness Against +11% Living Curse of Misfortune Sharp, long, and deadly. |
stralite longsword of massacre (Madness) (41-57.4 power, 5 apr) stralite longsword of massacre (Madness) (41-57.4 power, 5 apr)3.0 T4 longsword 1H weapon [Ego] Master Power 41.0 - 57.4 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% Curse of Madness Sharp, long, and deadly. |
truestriking stralite longsword (Shrouds) (32.5-45.5 power, 5 apr) truestriking stralite longsword (Shrouds) (32.5-45.5 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Master Power 32.5 - 45.5 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +10 (+3 eff.) Apr +9 Curse of Shrouds Sharp, long, and deadly. |
iron mace (Corpses) (14-19.6 power, 2 apr) iron mace (Corpses) (14-19.6 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 14.0 - 19.6 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Curse of Corpses Blunt and deadly. |
acidic dwarven-steel mace of phasing (Madness) (26.5-37.1 power, 12 apr) acidic dwarven-steel mace of phasing (Madness) (26.5-37.1 power, 12 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 26.5 - 37.1 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +12 Crit +1.5% Atk.spd 100% Phasing +27% Melee+ +11 acid On Crit: * splashes the target with acid Curse of Madness Blunt and deadly. |
Arthagas the Duskhue (Corpses) (38-53.2 power, 5 apr) Arthagas the Duskhue (Corpses) (38-53.2 power, 5 apr)3.0 T4 mace 1H weapon [Random Unique] Nature/Master/Psionic Power 38.0 - 53.2 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +11 mind On Hit: * 16% chance to cause random gloom * 16% chance to daze at end of turn * 25% chance to put talents on cooldown While equipped: Stats +1 Str +4 Dex +3 Mag +10 Wil +10 Cun +3 Con dps ---------- Mind.pwr +6 (+1 eff.) Res.pen +12% lightning +10% physical +15% darkness Acc +21 (+6 eff.) Apr +12 Melee Ret 8 darkness ----- def ----- Defense +9 (+2 eff.) Resists +20% darkness Disarm- +32% Curse of Corpses Blunt and deadly. |
Festerwilter the stralite mace (Corpses) (47.5-66.5 power, 5 apr) Festerwilter the stralite mace (Corpses) (47.5-66.5 power, 5 apr)3.0 T4 mace 1H weapon [Random Unique] Nature/Master/Psionic Power 47.5 - 66.5 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 26% chance to corrode armour by 30% * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Dmg.mod +15% nature +9% fire Res.pen +8% acid +15% fire Acc +12 (+3 eff.) Melee Ret 8 fire On Hit (Melee): * Slows global speed by 30% ----- def ----- Defense +9 (+2 eff.) Resists +9% nature HP.reg +1.30 Disarm- +39% Curse of Corpses Blunt and deadly. |
Xeruta the Flashspiker (Madness) (50-70 power, 5 apr) Xeruta the Flashspiker (Madness) (50-70 power, 5 apr)3.0 T4 mace 1H weapon [Random Unique] Nature/Master Power 50.0 - 70.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 17% chance to corrode armour by 30% * 29% chance to daze at end of turn While equipped: Stats +6 Str +3 Dex +3 Mag +3 Wil +2 Cun +3 Con dps ---------- Phys.crit +26.0% Crit.mult +39.00% Dmg.mod +9% physical +6% fire Res.pen +12% lightning +10% acid Apr +23 ----- def ----- Phys.save +42 (+0 eff.) HP.reg +1.60 Curse of Madness Blunt and deadly. |
balanced stralite mace (Nightmares) (37.5-52.5 power, 5 apr) balanced stralite mace (Nightmares) (37.5-52.5 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Master Power 37.5 - 52.5 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +9 (+2 eff.) Disarm- +36% Curse of Nightmares Blunt and deadly. |
balanced stralite mace of erosion (Misfortune) (38.5-53.9 power, 5 apr) balanced stralite mace of erosion (Misfortune) (38.5-53.9 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Nature/Master Power 38.5 - 53.9 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +11 nature +15 temporal While equipped: dps ---------- Acc +13 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +33% Curse of Misfortune Blunt and deadly. |
chilling stralite mace (Madness) (38-53.2 power, 5 apr) chilling stralite mace (Madness) (38-53.2 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Arcane Power 38.0 - 53.2 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +21 cold Curse of Madness Blunt and deadly. |
arcing voratun mace of massacre (Misfortune) (57-79.8 power, 6 apr) arcing voratun mace of massacre (Misfortune) (57-79.8 power, 6 apr)3.0 T5 mace 1H weapon [Ego] Arcane/Master Power 57.0 - 79.8 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +10 lightning On Hit: * 25% chance for lightning to arc to a second target Curse of Misfortune Blunt and deadly. |
Brenarath the stralite waraxe (Shrouds) (38.5-53.9 power, 5 apr) Brenarath the stralite waraxe (Shrouds) (38.5-53.9 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Master/Psionic Power 38.5 - 53.9 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 25% chance to put talents on cooldown On Crit: * cripple the target While equipped: Stats +1 Mag dps ---------- Phys.crit +7.0% Spell.pwr +4 (+0 eff.) Melee Ret 4 arcane 8 blight ----- def ----- Defense +9 (+2 eff.) Rng.Def +9 (+1 eff.) ---------- misc Mana/turn +0.04 Curse of Shrouds One-handed war axes. |
Ulelar the stralite waraxe (Corpses) (30.5-42.7 power, 5 apr) Ulelar the stralite waraxe (Corpses) (30.5-42.7 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Master Power 30.5 - 42.7 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Crit: * cripple the target While equipped: Stats +2 Dex +4 Wil +2 Cun +5 Con dps ---------- Phys.crit +22.0% Phys.pwr +15 (+2 eff.) Dmg.mod +24% physical Res.pen +34% physical Acc +12 (+3 eff.) Apr +15 ----- def ----- Armour +2 Resists +1% physical Phys.save +3 (+0 eff.) Disarm- +26% Curse of Corpses One-handed war axes. |
acidic stralite waraxe (Shrouds) (30.5-42.7 power, 5 apr) acidic stralite waraxe (Shrouds) (30.5-42.7 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane Power 30.5 - 42.7 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +13 acid On Crit: * splashes the target with acid Curse of Shrouds One-handed war axes. |
balanced stralite waraxe (Misfortune) (33-46.2 power, 5 apr) balanced stralite waraxe (Misfortune) (33-46.2 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Master Power 33.0 - 46.2 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +13 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +36% Curse of Misfortune One-handed war axes. |
manaburning stralite waraxe of massacre (Corpses) (41-57.4 power, 5 apr) manaburning stralite waraxe of massacre (Corpses) (41-57.4 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Disrupt/Master Power 41.0 - 57.4 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 18 arcane resource burn Curse of Corpses One-handed war axes. |
stralite waraxe of massacre (Nightmares) (40-56 power, 5 apr) stralite waraxe of massacre (Nightmares) (40-56 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Master Power 40.0 - 56.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Curse of Nightmares One-handed war axes. |
stralite waraxe of phasing (Misfortune) (29-40.6 power, 14 apr) stralite waraxe of phasing (Misfortune) (29-40.6 power, 14 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane Power 29.0 - 40.6 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +14 Crit +6.5% Atk.spd 100% Phasing +26% Curse of Misfortune One-handed war axes. |
Arybeth the Abyssclash (Madness) (40-56 power, 6 apr) Arybeth the Abyssclash (Madness) (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 40.0 - 56.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 111% Melee+ +17 temporal On Crit: * cripple the target While equipped: Stats +5 Dex +3 Mag +14 Wil dps ---------- Phys.crit +13.0% Spell.crit +1% Spell.pwr +15 (+2 eff.) S.pwr/crit +6 Dmg.mod +3% fire Res.pen +15% fire +12% physical Acc +22 (+6 eff.) Apr +11 Melee Ret 15 temporal ----- def ----- Resists +15% temporal Curse of Madness One-handed war axes. |
arcing voratun waraxe (Corpses) (41.5-58.1 power, 6 apr) arcing voratun waraxe (Corpses) (41.5-58.1 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Arcane Power 41.5 - 58.1 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +15 lightning On Hit: * 25% chance for lightning to arc to a second target Curse of Corpses One-handed war axes. |
balanced dwarven-steel dagger of massacre (Misfortune) (22.5-29.25 power, 7 apr) balanced dwarven-steel dagger of massacre (Misfortune) (22.5-29.25 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 22.5 - 29.3 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Disarm- +19% Curse of Misfortune Sharp, short and deadly. |
Innocent Curse (Nightmares) (35-45.5 power, 9 apr) Innocent Curse (Nightmares) (35-45.5 power, 9 apr)1.0 T4 dagger 1H weapon [Unique] Arcane/Nature A part of set. Power 35.0 - 45.5 Physical Uses 40% Wil, 45% Str, 50% Mag 55% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +15.0% Atk.spd 100% Phasing +20% Melee+ +20 silence While equipped: ---------- misc Masteries +0.20 Cunning/Poisons Curse of Nightmares This dagger has an aura of both nature and the arcane. But instead of working together, the two powers seem to fight against each other. |
Mercy (Shrouds) (35-45.5 power, 9 apr) Mercy (Shrouds) (35-45.5 power, 9 apr)1.0 T4 dagger 1H weapon [Unique] Psionic Power 35.0 - 45.5 Physical Uses 40% Wil, 45% Str, 50% Mag 55% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals physical damage equal to 3% of the target's missing health While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% Curse of Shrouds This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
acidic stralite dagger of vileness (Misfortune) (27-35.1 power, 9 apr) acidic stralite dagger of vileness (Misfortune) (27-35.1 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Arcane Power 27.0 - 35.1 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +7 acid +8 blight On Hit: * 4% chance to disease On Crit: * splashes the target with acid Curse of Misfortune Sharp, short and deadly. |
stralite dagger 'Glimmerbreeze' (Madness) (29-37.7 power, 9 apr) stralite dagger 'Glimmerbreeze' (Madness) (29-37.7 power, 9 apr)1.0 T4 dagger 1H weapon [Random Unique] Arcane/Nature/Master/Psionic Power 29.0 - 37.7 Light Uses 40% Wil, 45% Str, 50% Mag 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Melee+ +23 temporal +14 darkness +8 light +20 nature Against +12% Living On Hit.r1 +14 fire On Hit: * 40% chance to blind On Crit: * cripple the target While equipped: dps ---------- Phys.crit +9.0% Res.pen +10% light On Hit (Melee): * 15% chance to blind ----- def ----- Resists +6% light Curse of Madness Sharp, short and deadly. |
stralite dagger of massacre (Misfortune) (31-40.3 power, 9 apr) stralite dagger of massacre (Misfortune) (31-40.3 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Master Power 31.0 - 40.3 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Curse of Misfortune Sharp, short and deadly. |
stralite dagger of massacre (Misfortune) (40-52 power, 9 apr) stralite dagger of massacre (Misfortune) (40-52 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Master Power 40.0 - 52.0 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% Curse of Misfortune Sharp, short and deadly. |
Isawen (Madness) (38.5-50.05 power, 9 apr) Isawen (Madness) (38.5-50.05 power, 9 apr)1.0 T5 dagger 1H weapon [Random Unique] Nature/Master Power 38.5 - 50.1 Blight Uses 40% Wil, 45% Str, 50% Mag 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 nature +16 temporal On Hit.r1 +8 blight On Crit: * wounds the target for 7 turns: 38 bleeding, 90% reduced healing * cripple the target While equipped: Stats +2 Str +3 Dex +3 Mag +1 Wil dps ---------- Phys.crit +21.0% Phys.pwr +8 (+1 eff.) Res.pen +11% nature Acc +8 (+2 eff.) ----- def ----- Defense +11 (+2 eff.) Fatigue -8% Resists +3% blight +8% all Disarm- +38% Curse of Madness Sharp, short and deadly. |
truestriking voratun dagger (Corpses) (40-52 power, 9 apr) truestriking voratun dagger (Corpses) (40-52 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master Power 40.0 - 52.0 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +8 (+2 eff.) Apr +8 Curse of Corpses Sharp, short and deadly. |
voratun dagger 'Radhemas' (Madness) (38.5-50.05 power, 16 apr) voratun dagger 'Radhemas' (Madness) (38.5-50.05 power, 16 apr)1.0 T5 dagger 1H weapon [Random Unique] Arcane/Nature/Master/Psionic Power 38.5 - 50.1 Physical Uses 40% Wil, 45% Str, 50% Mag 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +16 Crit +10.0% Atk.spd 100% Phasing +43% Melee+ +36 insidious poison On Crit.r2 +16 fire On Hit: * 20% chance to torment the target While equipped: dps ---------- Phys.crit +11.0% Crit.mult +9.00% All.spd +4% Dmg.mod +9% acid Res.pen +11% fire +10% mind +12% darkness Apr +12 ----- def ----- Resists +9% nature +9% fire Die.at -60.00 life Disarm- +5% Pinning- +15% Stun/Frz- +15% Curse of Madness Sharp, short and deadly. |
voratun dagger of erosion (Nightmares) (37.5-48.75 power, 9 apr) voratun dagger of erosion (Nightmares) (37.5-48.75 power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Nature Power 37.5 - 48.8 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Melee+ +10 nature +7 temporal Curse of Nightmares Sharp, short and deadly. |
voratun dagger of massacre (Madness) (46.5-60.45 power, 9 apr) voratun dagger of massacre (Madness) (46.5-60.45 power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Master Power 46.5 - 60.5 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% Curse of Madness Sharp, short and deadly. |
mossy mindstar (Corpses) (3-3.3 power, 12 apr, mind damage) mossy mindstar (Corpses) (3-3.3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 3.0 - 3.3 Mind Uses 70% Wil, 50% Mag, 10% Cun Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Curse of Corpses 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. |
mossy mindstar (Nightmares) (2.5-2.75 power, 12 apr, mind damage) mossy mindstar (Nightmares) (2.5-2.75 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 Mind Uses 70% Wil, 50% Mag, 10% Cun Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Curse of Nightmares 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. |
mossy mindstar (Nightmares) (2-2.2 power, 12 apr, nature damage) mossy mindstar (Nightmares) (2-2.2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.0 - 2.2 Nature Uses 70% Wil, 50% Mag, 10% Cun Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Curse of Nightmares 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. |
gifted thorny mindstar (Nightmares) (8.5-9.35 power, 24 apr, nature damage) gifted thorny mindstar (Nightmares) (8.5-9.35 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 8.5 - 9.4 Nature Uses 80% Wil, 50% Mag, 20% Cun Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+2 eff.) Curse of Nightmares 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. |
Boraromirand (Madness) (13-14.3 power, 32 apr, nature damage) Boraromirand (Madness) (13-14.3 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic This natural sand should be returned to the wyrm. This parasitic mindstar will draw strength from other psionic mindstars. Power 13.0 - 14.3 Nature Uses 85% Wil, 50% Mag, 25% Cun Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Phasing +30% While equipped: Stats +2 Mag dps ---------- Spell.crit +2% Mind.crit +4% Spell.pwr +4 (+0 eff.) Mind.pwr +8 (+1 eff.) Dmg.mod +10% physical +18% darkness +6% blight +7% mind +3% arcane Res.pen +5% blight +11% physical +13% darkness +10% arcane Melee Ret 16 physical 6 mind 3 darkness ----- def ----- Resists +15% darkness +16% physical HP.leech%% +9% HP.leech +14% Blind- +18% ---------- misc Vim/s.crit +2.00 Hate/m.crit +4.00 Max.hate +15.00 Masteries +0.20 Cursed/Darkness Curse of Madness Burrow: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 37 of target armor and 18% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eye of the Wyrm (Corpses) (16-17.6 power, 24 apr, physical damage) Eye of the Wyrm (Corpses) (16-17.6 power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon [Unique] Nature The natural wyrm seeks an element. Power 16.0 - 17.6 Physical Uses 80% Wil, 20% Str, 50% Mag 10% Cun Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 18% acid 18% cold 18% fire 18% lightning While equipped: dps ---------- Phys.crit +4.0% Mind.crit +4% Phys.pwr +8 (+1 eff.) Mind.pwr +8 (+1 eff.) Dmg.mod +8% lightning +8% physical +8% fire +8% cold +8% acid ----- def ----- Resists +8% acid +8% physical +8% fire +8% cold +8% lightning ---------- misc Masteries +0.10 Wild-gift/Venom drake aspect +0.10 Wild-gift/Cold drake aspect +0.10 Wild-gift/Fire drake aspect +0.10 Wild-gift/Storm drake aspect +0.10 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Curse of Corpses Lightning Breath: Level 4.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe lightning in a frontal cone of radius 8. Any target caught in the area will take 173.99 to 521.98 lightning damage, and have a 71% chance to be dazed for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. The Daze chance is based on your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
blooming pulsing mindstar (Madness) (13-14.3 power, 32 apr, nature damage) blooming pulsing mindstar (Madness) (13-14.3 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 13.0 - 14.3 Nature Uses 85% Wil, 50% Mag, 25% Cun Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) ----- def ----- Heal.mod +22% Heal/summ +17 Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative pulsing mindstar (Nightmares) (14-15.4 power, 32 apr, mind damage) creative pulsing mindstar (Nightmares) (14-15.4 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 14.0 - 15.4 Mind Uses 85% Wil, 50% Mag, 25% Cun Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Crit.mult +21.00% Mind.pwr +8 (+1 eff.) Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative pulsing mindstar (Nightmares) (13.5-14.85 power, 32 apr, nature damage) creative pulsing mindstar (Nightmares) (13.5-14.85 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 13.5 - 14.9 Nature Uses 85% Wil, 50% Mag, 25% Cun Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Mind.crit +4% Crit.mult +13.00% Mind.pwr +8 (+1 eff.) Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative pulsing mindstar of nightfall (Corpses) (13.5-14.85 power, 32 apr, mind damage) creative pulsing mindstar of nightfall (Corpses) (13.5-14.85 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 13.5 - 14.9 Mind Uses 85% Wil, 50% Mag, 25% Cun Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Cun dps ---------- Mind.crit +4% Crit.mult +10.00% Mind.pwr +8 (+1 eff.) Dmg.mod +10% darkness Res.pen +7% darkness ----- def ----- Resists +11% darkness Blind- +14% ---------- misc Masteries +0.10 Cursed/Darkness Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying pulsing mindstar (Corpses) (12.5-13.75 power, 32 apr, nature damage) horrifying pulsing mindstar (Corpses) (12.5-13.75 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 12.5 - 13.8 Nature Uses 85% Wil, 50% Mag, 25% Cun Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +6% mind +6% darkness Melee Ret 5 mind 6 darkness Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying pulsing mindstar (Shrouds) (13-14.3 power, 32 apr, nature damage) horrifying pulsing mindstar (Shrouds) (13-14.3 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 13.0 - 14.3 Nature Uses 85% Wil, 50% Mag, 25% Cun Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +6% mind +5% darkness Melee Ret 6 mind 6 darkness Curse of Shrouds 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. |
mitotic pulsing mindstar (Shrouds) (12-13.2 power, 32 apr, mind damage) mitotic pulsing mindstar (Shrouds) (12-13.2 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 12.0 - 13.2 Mind Uses 85% Wil, 50% Mag, 25% Cun Acc uses Wil Apr +32 Crit +11.5% Atk.spd 100% On Hit: * Slows global speed by 10% * 10% chance to corrode armour by 30% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Curse of Shrouds Divide the mindstar in two Puts all charms on 1 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's pulsing mindstar of the jelly (Nightmares) (14-15.4 power, 32 apr, mind damage) nature's pulsing mindstar of the jelly (Nightmares) (14-15.4 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 14.0 - 15.4 Mind Uses 85% Wil, 50% Mag, 25% Cun Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) Dmg.mod +5% nature +5% acid ----- def ----- Resists +4% blight Disease- +17% ---------- misc Equi/ret +1.70 Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of balance (Madness) (12.5-13.75 power, 32 apr, nature damage) pulsing mindstar of balance (Madness) (12.5-13.75 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 12.5 - 13.8 Nature Uses 85% Wil, 50% Mag, 25% Cun Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) ----- def ----- Phys.save +5 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+2 eff.) ---------- misc Equi/ret +1.40 Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pulsing mindstar of clarity (Shrouds) (12-13.2 power, 32 apr, nature damage) pulsing mindstar of clarity (Shrouds) (12-13.2 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 12.0 - 13.2 Nature Uses 85% Wil, 50% Mag, 25% Cun Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+1 eff.) ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Max.psi +23.00 Curse of Shrouds 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. |
Smearkarma the living mindstar (Corpses) (17-18.7 power, 40 apr, nature damage) Smearkarma the living mindstar (Corpses) (17-18.7 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic This natural mindstar calls for a summoner. The natural wyrm seeks an element. This natural frost should be returned to the wyrm. Power 17.0 - 18.7 Nature Uses 90% Wil, 50% Mag, 30% Cun Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +4 nature +12 arcane While equipped: Stats +1 Wil dps ---------- Mind.crit +5% Crit.mult +15.00% Mind.pwr +10 (+2 eff.) Dmg.mod +11% acid +15% physical +9% darkness +12% fire +6% mind +23% cold Res.pen +7% acid +8% physical +7% fire +10% arcane +22% cold Melee Ret 8 lightning 7 physical 8 darkness 8 acid 6 fire 7 cold 6 mind 16 ice ----- def ----- Armour +9 Resists +10% lightning +7% physical +26% cold +3% fire +3% nature +7% acid Max.HP +33.00 HP.reg +1.80 ---------- misc Equi/ret +0.08 Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative living mindstar (Misfortune) (17-18.7 power, 40 apr, mind damage) creative living mindstar (Misfortune) (17-18.7 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 17.0 - 18.7 Mind Uses 90% Wil, 50% Mag, 30% Cun Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +5% Crit.mult +21.00% Mind.pwr +10 (+2 eff.) Curse of Misfortune 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. |
stralite ritual blade of massacre (Shrouds) (30-39 power, 9 apr) stralite ritual blade of massacre (Shrouds) (30-39 power, 9 apr)1.0 T4 ritual blade 1H weapon [Ego] Master Power 30.0 - 39.0 Physical Uses 40% Wil, 95% Mag, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Curse of Shrouds Sharp, short and deadly. |
deflecting stralite steamsaw of lightning resistance (+19%) (Corpses) (30.5-45.75 power, 19 apr) deflecting stralite steamsaw of lightning resistance (+19%) (Corpses) (30.5-45.75 power, 19 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 30.5 - 45.8 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 +71 Uses 1.0 Steam While equipped: ----- def ----- Armour +5 Defense +16 (+3 eff.) Fatigue +10% Resists +19% lightning Proj.evade +10% ---------- misc Talents +2 Block Curse of Corpses 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! |
flaming stralite steamsaw of lightning resistance (+19%) (Misfortune) (33-49.5 power, 19 apr) flaming stralite steamsaw of lightning resistance (+19%) (Misfortune) (33-49.5 power, 19 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 33.0 - 49.5 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: dps ---------- Melee+ 6 fire Melee Ret 14 fire ----- def ----- Armour +5 Defense +8 (+2 eff.) Fatigue +10% Resists +19% lightning ---------- misc Talents +2 Block Curse of Misfortune 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! |
acidic voratun steamsaw of massacre (Madness) (53-79.5 power, 25 apr) acidic voratun steamsaw of massacre (Madness) (53-79.5 power, 25 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 53.0 - 79.5 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +92 Uses 1.0 Steam While equipped: dps ---------- Melee+ 6 acid Melee Ret 28 acid ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Curse of Madness 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! |
insidious voratun steamsaw (Madness) (38-57 power, 25 apr) insidious voratun steamsaw (Madness) (38-57 power, 25 apr)3.0 T5 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Power 38.0 - 57.0 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +25 Crit +5.0% Atk.spd 100% Block +91 Melee+ +25 insidious poison Uses 1.0 Steam While equipped: ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +12% ---------- misc Talents +3 Block Curse of Madness 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! |
mighty ash longbow (Madness) mighty ash longbow (Madness)4.0 T2 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 +7 While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+1 eff.) Curse of Madness Longbows are used to shoot arrows at your foes. |
elven-wood longbow of power (Shrouds) elven-wood longbow of power (Shrouds)4.0 T4 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 +9 While equipped: dps ---------- Dmg.mod +17% physical Res.pen +12% physical Curse of Shrouds Longbows are used to shoot arrows at your foes. |
throat-seeking elven-wood longbow (Misfortune) throat-seeking elven-wood longbow (Misfortune)4.0 T4 longbow 2H weapon Reqs Shoot [Ego+] Disrupt Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Ranged+ +12 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +18% nature Curse of Misfortune Longbows are used to shoot arrows at your foes. |
Thaloren-Tree Longbow (Misfortune) Thaloren-Tree Longbow (Misfortune)4.0 T5 longbow 2H weapon Reqs Shoot [Unique] Nature Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit / acc Apr +12 Atk.spd 143% Range +10 While equipped: Stats +10 Dex +10 Wil dps ---------- Ranged+ 30 light Dmg.mod +30% physical ---------- misc Light +1 Curse of Misfortune In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
fungal dragonbone longbow of dampening (Nightmares) fungal dragonbone longbow of dampening (Nightmares)4.0 T5 longbow 2H weapon Reqs Shoot [Ego] Nature/Disrupt Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +10 While equipped: Stats +5 Con ----- def ----- Resists +20% acid +14% fire +17% lightning +24% cold Spell.save +14 (+0 eff.) ---------- misc Masteries +0.30 Wild-gift/Fungus Curse of Nightmares Regenerate 150 life over 5 turns Puts all charms on 12 cooldown Longbows are used to shoot arrows at your foes. |
mighty dragonbone longbow of power (Shrouds) mighty dragonbone longbow of power (Shrouds)4.0 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: Stats +6 Str dps ---------- Phys.pwr +23 (+3 eff.) Dmg.mod +18% physical Res.pen +30% physical Curse of Shrouds Longbows are used to shoot arrows at your foes. |
ranger's dragonbone longbow (Shrouds) ranger's dragonbone longbow (Shrouds)4.0 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: Stats +5 Dex Curse of Shrouds Longbows are used to shoot arrows at your foes. |
Flowerking (Corpses) Flowerking (Corpses)4.0 T2 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Master Power 0.0 - 0.0 Nature Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +11 lightning On Hit: 10% Shoot 1 While equipped: Stats +4 Str +3 Dex dps ---------- Phys.crit +3.0% Phys.pwr +8 (+1 eff.) Dmg.mod +9% lightning +16% physical Res.pen +15% nature Acc +6 (+2 eff.) Apr +2 ----- def ----- Fatigue -2% HP.reg +0.40 ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
mighty dwarven-steel steamgun (Madness) mighty dwarven-steel steamgun (Madness)4.0 T3 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 +12 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+1 eff.) Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty dwarven-steel steamgun of power (Madness) mighty dwarven-steel steamgun of power (Madness)4.0 T3 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 +12 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+1 eff.) Dmg.mod +13% physical Res.pen +8% physical Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
gunslinger's stralite steamgun (Shrouds) gunslinger's stralite steamgun (Shrouds)4.0 T4 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 +20 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +8% physical ---------- misc Cooldown Trick Shot -2 Strafe -2 Double Shots -2 Curse of Shrouds Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty stralite steamgun (Madness) mighty stralite steamgun (Madness)4.0 T4 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 +20 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+0 eff.) Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty stralite steamgun (Madness) mighty stralite steamgun (Madness)4.0 T4 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 +20 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+1 eff.) Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty stralite steamgun (Misfortune) mighty stralite steamgun (Misfortune)4.0 T4 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 +20 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +5 Str dps ---------- Phys.pwr +8 (+1 eff.) Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty stralite steamgun of cunning (+4) (Corpses) mighty stralite steamgun of cunning (+4) (Corpses)4.0 T4 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 +20 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Cun +4 Str dps ---------- Phys.pwr +9 (+1 eff.) Res.pen +15% physical Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty stralite steamgun of cunning (+6) (Misfortune) mighty stralite steamgun of cunning (+6) (Misfortune)4.0 T4 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 +20 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +6 Cun +1 Str dps ---------- Phys.pwr +8 (+1 eff.) Res.pen +17% physical Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty stralite steamgun of cunning (+4) (Shrouds) mighty stralite steamgun of cunning (+4) (Shrouds)4.0 T4 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 +20 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Cun +3 Str dps ---------- Phys.pwr +8 (+1 eff.) Res.pen +18% physical Curse of Shrouds Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty stralite steamgun of lightning (Nightmares) mighty stralite steamgun of lightning (Nightmares)4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +14 lightning Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+1 eff.) Dmg.mod +12% lightning Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty stralite steamgun of power (Shrouds) mighty stralite steamgun of power (Shrouds)4.0 T4 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 +20 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+1 eff.) Dmg.mod +15% physical Res.pen +13% physical Curse of Shrouds Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
overgrown stralite steamgun of power (Madness) overgrown stralite steamgun of power (Madness)4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Nature/Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +12% physical Res.pen +16% physical ----- def ----- HP.reg +1.40 Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
ranger's stralite steamgun (Corpses) ranger's stralite steamgun (Corpses)4.0 T4 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 +20 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Dex Curse of Corpses Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's stralite steamgun (Misfortune) strafer's stralite steamgun (Misfortune)4.0 T4 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 +20 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Acc +9 (+3 eff.) ---------- misc Cooldown Strafe -2 Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's stralite steamgun of fire (Madness) strafer's stralite steamgun of fire (Madness)4.0 T4 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Apr +20 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +13 fire Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +14% fire Acc +10 (+3 eff.) ---------- misc Cooldown Strafe -2 Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stralite steamgun of power (Madness) stralite steamgun of power (Madness)4.0 T4 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 +20 Atk.spd 100% Range +9 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +13% physical Res.pen +15% physical Curse of Madness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
quiver of yew arrows of accuracy (Nightmares) (22/22, 30-42 power, 10 apr) quiver of yew arrows of accuracy (Nightmares) (22/22, 30-42 power, 10 apr)3.0 T3 arrow ammo [Ego] Master Power 30.0 - 42.0 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Acc+ +0.2% crit / acc Acc +17 Apr +10 Crit +2.0% Capacity 22 Arrows are used with bows to pierce your foes to death. |
Shimmertrial (Madness) (20/48, 55.5-77.7 power, 25 apr) Shimmertrial (Madness) (20/48, 55.5-77.7 power, 25 apr)3.0 T4 arrow ammo [Random Unique] Arcane/Psionic Power 55.5 - 77.7 Physical Uses 40% Wil, 50% Str, 50% Mag 70% Dex Acc+ +0.2% crit / acc Apr +25 Crit +2.5% Capacity 48 Rld cld -4 Ranged+ +20 physical +26 temporal +27 mind On Crit.r2 +8 lightning +4 temporal On Hit: * 20% chance to daze at end of turn * 32% chance to cause random gloom * 40% chance to gain 10% of a turn (3/turn limit) * 10% chance to stun, blind, pin, or confuse the target * Random elemental explosion Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of elven-wood arrows (Nightmares) (25/25, 40.5-56.7 power, 14 apr) psychokinetic quiver of elven-wood arrows (Nightmares) (25/25, 40.5-56.7 power, 14 apr)3.0 T4 arrow ammo [Ego] Psionic Power 40.5 - 56.7 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 25 Ranged+ +41 physical On Hit: * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of elven-wood arrows of erosion (Corpses) (20/20, 44.5-62.3 power, 14 apr) psychokinetic quiver of elven-wood arrows of erosion (Corpses) (20/20, 44.5-62.3 power, 14 apr)3.0 T4 arrow ammo [Ego] Nature/Psionic Power 44.5 - 62.3 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 20 Ranged+ +21 temporal +12 nature +41 physical On Hit: * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
Betiremina (20/20, 51-71.4 power, 18 apr) Betiremina (20/20, 51-71.4 power, 18 apr)3.0 T5 arrow ammo [Random Unique] Arcane/Master Power 51.0 - 71.4 Arcane Uses 40% Wil, 50% Str, 50% Mag 70% Dex Acc+ +0.2% crit / acc Apr +18 Crit +18.0% Capacity 20 Ranged+ +17 acid +18 light +26 blight +23 temporal +8 arcane +23 physical Against +42% Undead On Hit.r1 +8 acid On Crit.r2 +8 arcane +8 acid On Hit: * 17% chance to disease * 10% chance to stun, blind, pin, or confuse the target On Crit: * cripple the target * splashes the target with acid Arrows are used with bows to pierce your foes to death. |
Gysemira (Shrouds) (21/21, 68.5-95.9 power, 33 apr) Gysemira (Shrouds) (21/21, 68.5-95.9 power, 33 apr)3.0 T5 arrow ammo [Random Unique] Nature/Master/Psionic Power 68.5 - 95.9 Physical Uses 40% Wil, 50% Str, 50% Mag 70% Dex Acc+ +0.2% crit / acc Acc +23 Apr +33 Crit +15.0% Capacity 21 Proj.spd +200% Ranged+ +42 insidious poison +8 temporal +39 darkness +30 bleed Against +30% Living On Crit.r2 +8 temporal On Hit: * 40% chance to gain 10% of a turn (3/turn limit) On Crit: * wounds the target for 7 turns: 36 bleeding, 89% reduced healing Arrows are used with bows to pierce your foes to death. |
blazing quiver of dragonbone arrows of wind (Misfortune) (19/20, 53-74.2 power, 18 apr) blazing quiver of dragonbone arrows of wind (Misfortune) (19/20, 53-74.2 power, 18 apr)3.0 T5 arrow ammo [Ego] Nature Power 53.0 - 74.2 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 20 Proj.spd +200% Ranged+ +42 fire On Crit.r2 +17 fire On Hit: * 10% chance to create an air burst Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows of accuracy (Corpses) (24/24, 52.5-73.5 power, 18 apr) quiver of dragonbone arrows of accuracy (Corpses) (24/24, 52.5-73.5 power, 18 apr)3.0 T5 arrow ammo [Ego] Master Power 52.5 - 73.5 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Acc+ +0.2% crit / acc Acc +18 Apr +18 Crit +3.0% Capacity 24 Arrows are used with bows to pierce your foes to death. |
quiver of dragonbone arrows of wind (Shrouds) (22/22, 51.5-72.1 power, 18 apr) quiver of dragonbone arrows of wind (Shrouds) (22/22, 51.5-72.1 power, 18 apr)3.0 T5 arrow ammo [Ego] Nature Power 51.5 - 72.1 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 22 Proj.spd +200% On Hit: * 10% chance to create an air burst Arrows are used with bows to pierce your foes to death. |
pouch of dwarven-steel shots of amnesia (20/20, 32.5-39 power, 3 apr) pouch of dwarven-steel shots of amnesia (20/20, 32.5-39 power, 3 apr)3.0 T3 shot ammo [Ego+] Psionic Power 32.5 - 39.0 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 20 On Hit: * 25% chance to put talents on cooldown Shots are used with slings to pummel your foes to death. |
Cloudquencher the pouch of stralite shots (Shrouds) (20/20, 56.5-67.8 power, 13 apr) Cloudquencher the pouch of stralite shots (Shrouds) (20/20, 56.5-67.8 power, 13 apr)3.0 T4 shot ammo [Random Unique] Arcane/Nature/Master/Psionic Power 56.5 - 67.8 Physical Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Acc+ +0.1% dam / acc Apr +13 Crit +15.5% Capacity 20 Proj.spd +200% Ranged+ +38 insidious poison +15 temporal +8 blight +12 bleed +43 physical On Hit.r1 +36 lightning On Hit: * 40% chance to corrode armour by 30% * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to knock the target back On Crit: * wounds the target for 7 turns: 36 bleeding, 89% reduced healing Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots (Nightmares) (18/19, 44.5-53.4 power, 5 apr) barbed pouch of stralite shots (Nightmares) (18/19, 44.5-53.4 power, 5 apr)3.0 T4 shot ammo [Ego] Master Power 44.5 - 53.4 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 19 Ranged+ +9 bleed On Crit: * wounds the target for 7 turns: 36 bleeding, 89% reduced healing Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots of wind (Corpses) (16/20, 42.5-51 power, 5 apr) barbed pouch of stralite shots of wind (Corpses) (16/20, 42.5-51 power, 5 apr)3.0 T4 shot ammo [Ego] Nature/Master Power 42.5 - 51.0 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 20 Proj.spd +200% Ranged+ +10 bleed On Hit: * 10% chance to create an air burst On Crit: * wounds the target for 7 turns: 36 bleeding, 89% reduced healing Shots are used with slings to pummel your foes to death. |
blazing pouch of stralite shots (Madness) (18/18, 44.5-53.4 power, 5 apr) blazing pouch of stralite shots (Madness) (18/18, 44.5-53.4 power, 5 apr)3.0 T4 shot ammo [Ego] Nature Power 44.5 - 53.4 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 18 Ranged+ +20 fire On Crit.r2 +9 fire Shots are used with slings to pummel your foes to death. |
deadly pouch of stralite shots of erosion (Corpses) (21/21, 51.5-61.8 power, 5 apr) deadly pouch of stralite shots of erosion (Corpses) (21/21, 51.5-61.8 power, 5 apr)3.0 T4 shot ammo [Ego] Nature/Master Power 51.5 - 61.8 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 21 Ranged+ +12 nature +10 temporal Shots are used with slings to pummel your foes to death. |
insidious pouch of stralite shots of erosion (Corpses) (20/20, 43-51.6 power, 5 apr) insidious pouch of stralite shots of erosion (Corpses) (20/20, 43-51.6 power, 5 apr)3.0 T4 shot ammo [Ego] Nature Power 43.0 - 51.6 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 20 Ranged+ +33 insidious poison +9 temporal +13 nature Shots are used with slings to pummel your foes to death. |
pouch of stralite shots of accuracy (Madness) (20/20, 43.5-52.2 power, 5 apr) pouch of stralite shots of accuracy (Madness) (20/20, 43.5-52.2 power, 5 apr)3.0 T4 shot ammo [Ego] Master Power 43.5 - 52.2 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.1% dam / acc Acc +11 Apr +5 Crit +5.5% Capacity 20 Shots are used with slings to pummel your foes to death. |
pouch of stralite shots of wind (Misfortune) (21/21, 41.5-49.8 power, 5 apr) pouch of stralite shots of wind (Misfortune) (21/21, 41.5-49.8 power, 5 apr)3.0 T4 shot ammo [Ego] Nature Power 41.5 - 49.8 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 21 Proj.spd +200% On Hit: * 10% chance to create an air burst Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of stralite shots (Shrouds) (17/17, 44-52.8 power, 5 apr) psychokinetic pouch of stralite shots (Shrouds) (17/17, 44-52.8 power, 5 apr)3.0 T4 shot ammo [Ego] Psionic Power 44.0 - 52.8 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 17 Ranged+ +36 physical On Hit: * 10% chance to knock the target back Shots are used with slings to pummel your foes to death. |
shocking dwarven-steel shield of acid resistance (+22%) (Nightmares) (8 def, 2 armour, 74.5 block) shocking dwarven-steel shield of acid resistance (+22%) (Nightmares) (8 def, 2 armour, 74.5 block)7.0 T3 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 7 lightning Melee Ret 18 lightning ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+1 eff.) Fatigue +12% Resists +22% acid ---------- misc Talents +3 Block Curse of Nightmares Handheld deflection devices. |
Sanguine Shield (Madness) (14 def, 4 armour, 220 block) Sanguine Shield (Madness) (14 def, 4 armour, 220 block)7.0 T4 shield armor [Unique] Master While equipped: Stats +10 Con ----- def ----- Armour +4 Defense +14 (+3 eff.) Rng.Def +14 (+2 eff.) Fatigue +19% Resists +25% blight HP.reg +5.00 ---------- misc Talents +5 Block Curse of Madness Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
icy stralite shield of fire resistance (+20%) (Madness) (10 def, 2 armour, 138 block) icy stralite shield of fire resistance (+20%) (Madness) (10 def, 2 armour, 138 block)7.0 T4 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 8 cold Melee Ret 10 ice ----- def ----- Armour +2 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +14% Resists +20% fire ---------- misc Talents +4 Block Curse of Madness Handheld deflection devices. |
icy stralite shield of fire resistance (+20%) (Madness) (10 def, 2 armour, 138 block) icy stralite shield of fire resistance (+20%) (Madness) (10 def, 2 armour, 138 block)7.0 T4 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 8 cold Melee Ret 14 ice ----- def ----- Armour +2 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +14% Resists +20% fire ---------- misc Talents +4 Block Curse of Madness Handheld deflection devices. |
icy stralite shield of fire resistance (+22%) (Shrouds) (10 def, 2 armour, 141 block) icy stralite shield of fire resistance (+22%) (Shrouds) (10 def, 2 armour, 141 block)7.0 T4 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 7 cold Melee Ret 14 ice ----- def ----- Armour +2 Defense +10 (+2 eff.) Rng.Def +10 (+2 eff.) Fatigue +14% Resists +22% fire ---------- misc Talents +4 Block Curse of Shrouds Handheld deflection devices. |
acidic voratun shield (Corpses) (12 def, 3 armour, 194 block) acidic voratun shield (Corpses) (12 def, 3 armour, 194 block)7.0 T5 shield armor [Ego] Nature While equipped: dps ---------- Melee+ 8 acid Melee Ret 20 acid ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% ---------- misc Talents +5 Block Curse of Corpses Handheld deflection devices. |
acidic voratun shield (Madness) (12 def, 3 armour, 186.5 block) acidic voratun shield (Madness) (12 def, 3 armour, 186.5 block)7.0 T5 shield armor [Ego] Nature While equipped: dps ---------- Melee+ 5 acid Melee Ret 22 acid ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% ---------- misc Talents +5 Block Curse of Madness Handheld deflection devices. |
deflecting voratun shield of resilience (Corpses) (19 def, 3 armour, 202 block) deflecting voratun shield of resilience (Corpses) (19 def, 3 armour, 202 block)7.0 T5 shield armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Defense +19 (+4 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% Proj.evade +15% Max.HP +62.00 ---------- misc Talents +5 Block Curse of Corpses Handheld deflection devices. |
flaming voratun shield (Nightmares) (12 def, 3 armour, 210.5 block) flaming voratun shield (Nightmares) (12 def, 3 armour, 210.5 block)7.0 T5 shield armor [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Melee Ret 14 fire ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% ---------- misc Talents +5 Block Curse of Nightmares Handheld deflection devices. |
voratun shield of acid resistance (+17%) (Corpses) (12 def, 3 armour, 205 block) voratun shield of acid resistance (+17%) (Corpses) (12 def, 3 armour, 205 block)7.0 T5 shield armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +12 (+3 eff.) Rng.Def +12 (+2 eff.) Fatigue +14% Resists +17% acid ---------- misc Talents +5 Block Curse of Corpses Handheld deflection devices. |
linen robe (Shrouds) (0 def, 0 armour) linen robe (Shrouds) (0 def, 0 armour)2.0 T1 cloth armor [Normal] Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of life (Shrouds) (0 def, 0 armour) linen robe of life (Shrouds) (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight Max.HP +47.00 HP.reg +2.00 Heal.mod +12% Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe (Misfortune) (0 def, 0 armour) mindwoven woollen robe (Misfortune) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +2 (+1 eff.) ----- def ----- Mind.save +20 (+5 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of light (+19%) (Corpses) (0 def, 0 armour) mindwoven woollen robe of light (+19%) (Corpses) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +13% light ----- def ----- Resists +19% light Mind.save +19 (+5 eff.) Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing silk robe of darkness (+22%) (Madness) (3 def, 0 armour) focusing silk robe of darkness (+22%) (Madness) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane/Psionic While equipped: Stats +6 Mag +7 Wil dps ---------- Dmg.mod +15% darkness ----- def ----- Defense +3 (+1 eff.) Resists +22% darkness ---------- misc Mana/turn +0.19 Psi/turn +0.16 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing silk robe of protection (Misfortune) (7 def, 3 armour) focusing silk robe of protection (Misfortune) (7 def, 3 armour)2.0 T4 cloth armor [Ego] Master/Psionic While equipped: Stats +5 Mag +7 Wil ----- def ----- Armour +3 Defense +7 (+2 eff.) Phys.save +21 (+0 eff.) ---------- misc Mana/turn +0.20 Psi/turn +0.30 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing silk robe of the mind (+14%) (Misfortune) (3 def, 0 armour) focusing silk robe of the mind (+14%) (Misfortune) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Psionic While equipped: Stats +6 Mag +5 Wil dps ---------- Dmg.mod +14% mind ----- def ----- Defense +3 (+1 eff.) Resists +14% mind ---------- misc Mana/turn +0.18 Psi/turn +0.12 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe (Misfortune) (3 def, 0 armour) mindwoven silk robe (Misfortune) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +6 (+1 eff.) ----- def ----- Defense +3 (+1 eff.) Mind.save +16 (+4 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of the mind (+11%) (Misfortune) (3 def, 0 armour) mindwoven silk robe of the mind (+11%) (Misfortune) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +4 (+1 eff.) Dmg.mod +11% mind ----- def ----- Defense +3 (+1 eff.) Resists +11% mind Mind.save +21 (+6 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of the mind (+14%) (Nightmares) (3 def, 0 armour) mindwoven silk robe of the mind (+14%) (Nightmares) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+1 eff.) Dmg.mod +14% mind ----- def ----- Defense +3 (+1 eff.) Resists +14% mind Mind.save +21 (+6 eff.) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering silk robe (Nightmares) (3 def, 0 armour) shimmering silk robe (Nightmares) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +14% arcane ----- def ----- Defense +3 (+1 eff.) ---------- misc Max.mana +66.00 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of life (Misfortune) (3 def, 0 armour) silk robe of life (Misfortune) (3 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Resists +10% blight Max.HP +63.00 HP.reg +2.90 Heal.mod +14% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of nature (+18%) (Nightmares) (3 def, 0 armour) silk robe of nature (+18%) (Nightmares) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Defense +3 (+1 eff.) Resists +18% nature Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy silk robe (Shrouds) (3 def, 0 armour) slimy silk robe (Shrouds) (3 def, 0 armour)2.0 T4 cloth armor [Ego] Disrupt While equipped: dps ---------- On Melee Ret: * Slows global speed by 6% * 6 arcane resource burn ----- def ----- Defense +3 (+1 eff.) Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant silk robe (Misfortune) (3 def, 0 armour) verdant silk robe (Misfortune) (3 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: Stats +8 Con dps ---------- Dmg.mod +9% nature ----- def ----- Defense +3 (+1 eff.) Poison- +31% Disease- +36% Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Crimson Robe (Nightmares) (12 def, 0 armour) Crimson Robe (Nightmares) (12 def, 0 armour)2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+3 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+3 eff.) ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. Curse of Nightmares This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
elven-silk robe 'Wretchlady' (Madness) (12 def, 11 armour) elven-silk robe 'Wretchlady' (Madness) (12 def, 11 armour)2.0 T5 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +16 Mag +7 Wil +8 Con dps ---------- Phys.pwr +4 (+0 eff.) Dmg.mod +14% nature +12% light +14% darkness On Hit (Melee): * Slows global speed by 30% ----- def ----- Armour +11 Defense +12 (+3 eff.) Resists +10% lightning +24% light +11% blight +10% fire +10% cold +42% darkness Phys.save +16 (+0 eff.) Spell.save +34 (+0 eff.) Mind.save +19 (+5 eff.) Max.HP +52.00 Poison- +39% Disease- +31% ---------- misc Mana/turn +0.23 Psi/turn +0.26 Max.stam +15.00 Light +3 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of frost (+21%) (Misfortune) (5 def, 0 armour) elven-silk robe of frost (+21%) (Misfortune) (5 def, 0 armour)2.0 T5 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +14% cold ----- def ----- Defense +5 (+1 eff.) Resists +21% cold Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of frost (+27%) (Shrouds) (5 def, 0 armour) elven-silk robe of frost (+27%) (Shrouds) (5 def, 0 armour)2.0 T5 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +18% cold ----- def ----- Defense +5 (+1 eff.) Resists +27% cold Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
elven-silk robe of protection (Misfortune) (9 def, 3 armour) elven-silk robe of protection (Misfortune) (9 def, 3 armour)2.0 T5 cloth armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +9 (+2 eff.) Phys.save +15 (+0 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing elven-silk robe (Shrouds) (5 def, 0 armour) focusing elven-silk robe (Shrouds) (5 def, 0 armour)2.0 T5 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Defense +5 (+1 eff.) ---------- misc Mana/turn +0.26 Psi/turn +0.24 Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe (Misfortune) (5 def, 0 armour) mindwoven elven-silk robe (Misfortune) (5 def, 0 armour)2.0 T5 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Defense +5 (+1 eff.) Mind.save +23 (+6 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour of lightning resistance (Misfortune) (1 def, 2 armour) rough leather armour of lightning resistance (Misfortune) (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 Curse of Misfortune A suit of armour made of leather. |
Rogue Plight (Madness) (6 def, 7 armour) Rogue Plight (Madness) (6 def, 7 armour)9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Resists +35% nature Crit.dmg- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. Curse of Madness No rogue blades shall incapacitate the wearer of this armour. |
rejuvenating hardened leather armour of fire resistance (Shrouds) (3 def, 6 armour) rejuvenating hardened leather armour of fire resistance (Shrouds) (3 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +23% fire HP.reg +4.50 ---------- misc Stam/turn +0.60 Curse of Shrouds A suit of armour made of leather. |
Grinuhek (Nightmares) (4 def, 12 armour) Grinuhek (Nightmares) (4 def, 12 armour)9.0 T4 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Wil dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% Dmg.mod +12% temporal Res.pen +15% arcane +5% temporal Melee Ret 11 light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +8% Resists +35% acid +3% temporal +24% darkness +26% blight +12% cold +9% mind +5% arcane Mind.save +20 (+5 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +2 Breathe water Curse of Nightmares A suit of armour made of leather. |
prismatic reinforced leather armour (Corpses) (4 def, 7 armour) prismatic reinforced leather armour (Corpses) (4 def, 7 armour)9.0 T4 light armor [Ego] Arcane While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +16% light +14% darkness Curse of Corpses A suit of armour made of leather. |
prismatic reinforced leather armour (Madness) (4 def, 7 armour) prismatic reinforced leather armour (Madness) (4 def, 7 armour)9.0 T4 light armor [Ego] Arcane While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +15% light +12% darkness Curse of Madness A suit of armour made of leather. |
prismatic reinforced leather armour of fire resistance (Nightmares) (4 def, 7 armour) prismatic reinforced leather armour of fire resistance (Nightmares) (4 def, 7 armour)9.0 T4 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +20% fire +15% light +12% darkness Curse of Nightmares A suit of armour made of leather. |
reinforced leather armour of fire resistance (Misfortune) (4 def, 7 armour) reinforced leather armour of fire resistance (Misfortune) (4 def, 7 armour)9.0 T4 light armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +19% fire Curse of Misfortune A suit of armour made of leather. |
reinforced leather armour of resilience (Madness) (4 def, 7 armour) reinforced leather armour of resilience (Madness) (4 def, 7 armour)9.0 T4 light armor [Ego] Nature While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Max.HP +32.00 Curse of Madness A suit of armour made of leather. |
reinforced leather armour of resilience (Nightmares) (4 def, 7 armour) reinforced leather armour of resilience (Nightmares) (4 def, 7 armour)9.0 T4 light armor [Ego] Nature While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Max.HP +32.00 Curse of Nightmares A suit of armour made of leather. |
reinforced leather armour of spell shielding (Nightmares) (4 def, 7 armour) reinforced leather armour of spell shielding (Nightmares) (4 def, 7 armour)9.0 T4 light armor [Ego] Arcane While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +7% arcane Spell.save +16 (+0 eff.) Curse of Nightmares A suit of armour made of leather. |
rejuvenating reinforced leather armour of acid resistance (Corpses) (4 def, 7 armour) rejuvenating reinforced leather armour of acid resistance (Corpses) (4 def, 7 armour)9.0 T4 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +21% acid HP.reg +4.90 ---------- misc Stam/turn +1.40 Curse of Corpses A suit of armour made of leather. |
rejuvenating reinforced leather armour of fire resistance (Misfortune) (4 def, 7 armour) rejuvenating reinforced leather armour of fire resistance (Misfortune) (4 def, 7 armour)9.0 T4 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Fatigue +8% Resists +20% fire HP.reg +4.30 ---------- misc Stam/turn +1.30 Curse of Misfortune A suit of armour made of leather. |
spiked reinforced leather armour (Corpses) (4 def, 7 armour) spiked reinforced leather armour (Corpses) (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% Curse of Corpses A suit of armour made of leather. |
spiked reinforced leather armour (Corpses) (4 def, 7 armour) spiked reinforced leather armour (Corpses) (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% Curse of Corpses A suit of armour made of leather. |
spiked reinforced leather armour (Shrouds) (4 def, 7 armour) spiked reinforced leather armour (Shrouds) (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% Curse of Shrouds A suit of armour made of leather. |
Toradunalegen (Corpses) (9 def, 14 armour) Toradunalegen (Corpses) (9 def, 14 armour)9.0 T5 light armor [Random Unique] Master While equipped: Stats +3 Str +3 Dex dps ---------- Melee Ret 10 physical ----- def ----- Armour +14 Defense +9 (+2 eff.) Fatigue +8% Resists +15% lightning Phys.save +11 (+0 eff.) Blind- +5% Cut- +5% Pinning- +10% Curse of Corpses A suit of armour made of leather. |
drakeskin leather armour 'Emelowe' (Madness) (29 def, 18 armour) drakeskin leather armour 'Emelowe' (Madness) (29 def, 18 armour)9.0 T5 light armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Cun +3 Wil dps ---------- Phys.crit +10.0% Melee+ 19 acid 23 fire Apr +16 Melee Ret 12 acid 16 fire ----- def ----- Armour +18 Defense +29 (+6 eff.) Fatigue +8% Resists +65% acid +26% fire +9% arcane +6% lightning Crit.dmg- 15.00% Spell.save +24 (+0 eff.) Mind.save +20 (+5 eff.) Disease- +20% ---------- misc Stam/turn +1.30 Mana/s.crit +3.00 Curse of Madness Second Wind: (Instant) Puts all charms on 21 cooldown Level 5.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 324 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
drakeskin leather armour 'Smolderravager' (Madness) (17 def, 8 armour) drakeskin leather armour 'Smolderravager' (Madness) (17 def, 8 armour)9.0 T5 light armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +11.0% Crit.mult +17.00% Phys.pwr +8 (+1 eff.) Melee+ 16 acid 12 fire Dmg.mod +6% temporal Res.pen +10% fire Apr +14 Melee Ret 15 acid 34 fire ----- def ----- Armour +8 Defense +17 (+4 eff.) Fatigue +8% Resists +56% acid +33% fire +6% temporal +21% lightning ---------- misc Stam/turn +0.80 Curse of Madness Second Wind: (Instant) Puts all charms on 21 cooldown Level 4.0 Pwr.cost 21 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 298 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
drakeskin leather armour of acid resistance (Nightmares) (5 def, 8 armour) drakeskin leather armour of acid resistance (Nightmares) (5 def, 8 armour)9.0 T5 light armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +18% acid Curse of Nightmares A suit of armour made of leather. |
spiked drakeskin leather armour (Corpses) (5 def, 8 armour) spiked drakeskin leather armour (Corpses) (5 def, 8 armour)9.0 T5 light armor [Ego] Master While equipped: dps ---------- Melee Ret 14 physical ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Curse of Corpses A suit of armour made of leather. |
spiked drakeskin leather armour of acid resistance (Shrouds) (5 def, 8 armour) spiked drakeskin leather armour of acid resistance (Shrouds) (5 def, 8 armour)9.0 T5 light armor [Ego] Master While equipped: dps ---------- Melee Ret 14 physical ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +30% acid Curse of Shrouds A suit of armour made of leather. |
spiked drakeskin leather armour of clarity (Madness) (5 def, 8 armour) spiked drakeskin leather armour of clarity (Madness) (5 def, 8 armour)9.0 T5 light armor [Ego] Master/Psionic While equipped: dps ---------- Melee Ret 14 physical ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +8% Resists +7% mind Mind.save +18 (+5 eff.) Curse of Madness A suit of armour made of leather. |
rejuvenating dwarven-steel mail armour of cold resistance (Nightmares) (3 def, 8 armour) rejuvenating dwarven-steel mail armour of cold resistance (Nightmares) (3 def, 8 armour)14.0 T3 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +21% cold HP.reg +3.10 ---------- misc Stam/turn +1.70 Curse of Nightmares A suit of armour made of mail. |
cleansing stralite mail armour of acid resistance (Corpses) (4 def, 8 armour) cleansing stralite mail armour of acid resistance (Corpses) (4 def, 8 armour)14.0 T4 heavy armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +20% acid +14% nature +14% blight Curse of Corpses A suit of armour made of mail. |
stralite mail armour of resilience (Corpses) (4 def, 8 armour) stralite mail armour of resilience (Corpses) (4 def, 8 armour)14.0 T4 heavy armor [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Max.HP +44.00 Curse of Corpses A suit of armour made of mail. |
Scaldwild (Madness) (5 def, 30 armour) Scaldwild (Madness) (5 def, 30 armour)14.0 T5 heavy armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +14 Str +6 Dex +5 Con dps ---------- Res.pen +15% fire ----- def ----- Armour +30 Defense +5 (+1 eff.) Fatigue +10% Resists +10% mind +11% physical +17% light +29% darkness Mind.save +25 (+7 eff.) Max.HP +85.00 ---------- misc Light +5 Curse of Madness Track: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
rejuvenating voratun mail armour (Nightmares) (5 def, 10 armour) rejuvenating voratun mail armour (Nightmares) (5 def, 10 armour)14.0 T5 heavy armor [Ego] Nature While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% HP.reg +3.70 ---------- misc Stam/turn +1.90 Curse of Nightmares A suit of armour made of mail. |
voratun mail armour 'Gethra' (Shrouds) (5 def, 18 armour) voratun mail armour 'Gethra' (Shrouds) (5 def, 18 armour)14.0 T5 heavy armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +4 Wil +16 Con dps ---------- Res.pen +5% arcane ----- def ----- Armour +18 Defense +5 (+1 eff.) Fatigue +14% Resists +42% fire -3% light +31% darkness Phys.save +25 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +9 (+3 eff.) Max.HP +88.00 ---------- misc See.Invis +18 Telepathy Demon/Minor Demon/Major Curse of Shrouds A suit of armour made of mail. |
voratun mail armour of resilience (Madness) (5 def, 10 armour) voratun mail armour of resilience (Madness) (5 def, 10 armour)14.0 T5 heavy armor [Ego] Nature While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +16% Max.HP +24.00 Curse of Madness A suit of armour made of mail. |
spiked stralite plate armour of acid resistance (Shrouds) (7 def, 13 armour) spiked stralite plate armour of acid resistance (Shrouds) (7 def, 13 armour)17.0 T4 massive armor [Ego] Master While equipped: dps ---------- Melee Ret 14 physical ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +26% Resists +22% acid Curse of Shrouds A suit of armour made of metal plates. |
stralite plate armour of acid resistance (Shrouds) (7 def, 13 armour) stralite plate armour of acid resistance (Shrouds) (7 def, 13 armour)17.0 T4 massive armor [Ego] Master While equipped: ----- def ----- Armour +13 Defense +7 (+2 eff.) Fatigue +26% Resists +20% acid Curse of Shrouds A suit of armour made of metal plates. |
voratun plate armour 'Aerosus' (Corpses) (9 def, 16 armour) voratun plate armour 'Aerosus' (Corpses) (9 def, 16 armour)17.0 T5 massive armor [Random Unique] Arcane/Master While equipped: Stats +9 Str +8 Con dps ---------- Melee+ 37 acid 41 fire Dmg.mod +30% acid Res.pen +20% acid Melee Ret 42 acid 27 fire 4 mind ----- def ----- Armour +16 Defense +9 (+2 eff.) Fatigue +38% Resists +45% acid +12% physical +30% darkness +57% fire +29% cold -15% light Phys.save +8 (+0 eff.) Spell.save +7 (+0 eff.) Mind.save +8 (+2 eff.) ---------- misc Light +1 Curse of Corpses Track: Puts all charms on 18 cooldown Level 2.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
grounding hardened leather belt grounding hardened leather belt1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +8% temporal A belt that goes around your waist. |
grounding hardened leather belt of carrying (Madness) grounding hardened leather belt of carrying (Madness)1.0 T3 belt armor [Ego] Arcane/Nature While equipped: ----- def ----- Fatigue -6% Resists +8% lightning +7% temporal ---------- misc Max.enc +43 A belt that goes around your waist. |
Umbravile the cashmere cloak (Madness) (12 def, 16 armour) Umbravile the cashmere cloak (Madness) (12 def, 16 armour)2.0 T3 cloak armor [Random Unique] Master/Psionic While equipped: Stats +6 Str +3 Dex +3 Wil +7 Cun +6 Con dps ---------- Mind.crit +6% On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +16 Defense +12 (+3 eff.) Resists +6% light +9% fire Phys.save +24 (+0 eff.) Spell.save +16 (+0 eff.) Mind.save +19 (+5 eff.) Max.HP +80.00 Blind- +15% Knockbk- +5% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of Eldoral (Madness) (2 def, 0 armour) cashmere cloak of Eldoral (Madness) (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +2 (+1 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of Iron Throne (Madness) (2 def, 0 armour) cashmere cloak of Iron Throne (Madness) (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Str +3 Con ----- def ----- Defense +2 (+1 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of Iron Throne (Nightmares) (2 def, 0 armour) cashmere cloak of Iron Throne (Nightmares) (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +2 (+1 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of Iron Throne (Nightmares) (2 def, 0 armour) cashmere cloak of Iron Throne (Nightmares) (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +2 (+1 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal cashmere cloak (Madness) (2 def, 0 armour) regal cashmere cloak (Madness) (2 def, 0 armour)2.0 T3 cloak armor [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Defense +2 (+1 eff.) Mind.save +8 (+2 eff.) Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak (Corpses) (2 def, 0 armour) resilient cashmere cloak (Corpses) (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Max.HP +34.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak (Nightmares) (2 def, 0 armour) resilient cashmere cloak (Nightmares) (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Max.HP +38.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak (Shrouds) (2 def, 0 armour) resilient cashmere cloak (Shrouds) (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Max.HP +41.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of Eldoral (Corpses) (2 def, 0 armour) resilient cashmere cloak of Eldoral (Corpses) (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +2 (+1 eff.) Max.HP +43.00 Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
restorative cashmere cloak (Misfortune) (2 def, 0 armour) restorative cashmere cloak (Misfortune) (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +10% nature +14% blight HP.reg +1.70 Heal.mod +17% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak (Shrouds) (2 def, 5 armour) thick cashmere cloak (Shrouds) (2 def, 5 armour)2.0 T3 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +2 (+1 eff.) Resists +11% cold Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception (Corpses) Cloak of Deception (Corpses)1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+0 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
Olehad the Thundermaster (Corpses) (0 def, 6 armour) Olehad the Thundermaster (Corpses) (0 def, 6 armour)2.0 T1 feet armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +3 Cun +2 Con +7 Lck dps ---------- On Hit (Melee): * 15% chance to daze at end of turn ----- def ----- Armour +6 Fatigue +1% Resists +12% lightning +10% temporal Phys.save +13 (+0 eff.) Mind.save +12 (+3 eff.) Stealth +6 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Equi/ret +0.08 Psi/ret +0.16 Infravis +2 A pair of boots made of leather. |
grounding pair of hardened leather boots (Shrouds) (0 def, 3 armour) grounding pair of hardened leather boots (Shrouds) (0 def, 3 armour)2.0 T3 feet armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +10% temporal A pair of boots made of leather. |
pair of hardened leather boots of uncanny dodging (Madness) (5 def, 3 armour) pair of hardened leather boots of uncanny dodging (Madness) (5 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +5 (+1 eff.) Rng.Def +4 (+0 eff.) Fatigue +3% A pair of boots made of leather. |
grounding pair of drakeskin leather boots (Madness) (0 def, 5 armour) grounding pair of drakeskin leather boots (Madness) (0 def, 5 armour)2.0 T5 feet armor [Ego] Nature While equipped: ----- def ----- Armour +5 Fatigue +5% Resists +9% lightning +12% temporal A pair of boots made of leather. |
insulating pair of drakeskin leather boots of uncanny dodging (Nightmares) (5 def, 5 armour) insulating pair of drakeskin leather boots of uncanny dodging (Nightmares) (5 def, 5 armour)2.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +5 (+1 eff.) Rng.Def +5 (+1 eff.) Fatigue +5% Resists +15% fire +7% cold A pair of boots made of leather. |
pair of drakeskin leather boots 'Ichorspar' (Misfortune) (11 def, 11 armour) pair of drakeskin leather boots 'Ichorspar' (Misfortune) (11 def, 11 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +1 Str +3 Mag +4 Wil +9 Cun +8 Con dps ---------- Phys.crit +5.0% Dmg.mod +6% nature +9% physical Res.pen +15% physical ----- def ----- Armour +11 Defense +11 (+2 eff.) Rng.Def +9 (+1 eff.) Fatigue +5% Resists +10% fire +15% cold Phys.save +58 (+0 eff.) Mind.save +45 (+12 eff.) Blink to a nearby random location (rad 10) Puts all charms on 15 cooldown A pair of boots made of leather. |
stealthy pair of drakeskin leather boots of uncanny dodging (Nightmares) (6 def, 5 armour) stealthy pair of drakeskin leather boots of uncanny dodging (Nightmares) (6 def, 5 armour)2.0 T5 feet armor [Ego] Master While equipped: Stats +7 Lck +4 Dex ----- def ----- Armour +5 Defense +6 (+1 eff.) Rng.Def +5 (+1 eff.) Fatigue +5% Stealth +12 A pair of boots made of leather. |
traveler's pair of drakeskin leather boots (Shrouds) (0 def, 5 armour) traveler's pair of drakeskin leather boots (Shrouds) (0 def, 5 armour)2.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue -2% Phys.save +9 (+0 eff.) ---------- misc Max.enc +32 A pair of boots made of leather. |
miner's pair of dwarven-steel boots of uncanny dodging (Madness) (4 def, 10 armour) miner's pair of dwarven-steel boots of uncanny dodging (Madness) (4 def, 10 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +10 Defense +4 (+1 eff.) Rng.Def +4 (+0 eff.) Fatigue +3% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of uncanny dodging (Shrouds) (4 def, 4 armour) pair of dwarven-steel boots of uncanny dodging (Shrouds) (4 def, 4 armour)3.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +4 (+1 eff.) Rng.Def +6 (+1 eff.) Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (Corpses) (2 def, 12 armour) Boots of the Hunter (Corpses) (2 def, 12 armour)3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+1 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+0 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 20 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Zubuta the Gleamknight (Shrouds) (9 def, 5 armour) Zubuta the Gleamknight (Shrouds) (9 def, 5 armour)3.0 T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Mag +7 Wil +7 Con dps ---------- Phys.crit +5.0% Phys.pwr +5 (+0 eff.) Spell.pwr +4 (+0 eff.) Mind.pwr +7 (+1 eff.) Dmg.mod +6% light Res.pen +9% physical Apr +12 ----- def ----- Armour +5 Defense +9 (+2 eff.) Rng.Def +9 (+1 eff.) Fatigue -4% Phys.save +12 (+0 eff.) ---------- misc Max.enc +44 Stam/turn +1.00 Blink to a nearby random location (rad 13) Puts all charms on 15 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cinder hardened leather gloves of strength (+5) (Misfortune) (0 def, 2 armour) cinder hardened leather gloves of strength (+5) (Misfortune) (0 def, 2 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +5 Str dps ---------- Phys.pwr +9 (+1 eff.) Melee+ 8 fire Dmg.mod +6% fire ----- def ----- Armour +2 Resists +7% fire Unarmed combat: Power 21.0 - 23.1 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +10 fire On Hit: 10% Fire Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves (Madness) (0 def, 2 armour) storm hardened leather gloves (Madness) (0 def, 2 armour)1.0 T3 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 7 lightning Dmg.mod +6% lightning ----- def ----- Armour +2 Resists +7% lightning Unarmed combat: Power 17.0 - 18.7 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +10 lightning On Hit: 10% Lightning Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder drakeskin leather gloves of dexterity (+4) (Corpses) (0 def, 3 armour) cinder drakeskin leather gloves of dexterity (+4) (Corpses) (0 def, 3 armour)1.0 T5 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 10 fire Dmg.mod +7% fire Acc +17 (+5 eff.) ----- def ----- Armour +3 Resists +8% fire Unarmed combat: Power 27.0 - 29.7 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit / acc Acc +6 Apr +5 Crit +12.0% Atk.spd 100% On Crit.r2 +7 fire On Hit: 10% Fire Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's drakeskin leather gloves of dexterity (+4) (Misfortune) (0 def, 3 armour) naturalist's drakeskin leather gloves of dexterity (+4) (Misfortune) (0 def, 3 armour)1.0 T5 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 12 nature Dmg.mod +7% nature Acc +20 (+5 eff.) ----- def ----- Armour +3 Resists +7% nature Unarmed combat: Power 24.5 - 27.0 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit / acc Acc +9 Apr +5 Crit +13.0% Atk.spd 100% On Crit.r2 +9 nature On Hit: 10% Poison Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant drakeskin leather gloves (Nightmares) (0 def, 3 armour) radiant drakeskin leather gloves (Nightmares) (0 def, 3 armour)1.0 T5 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 8 light Dmg.mod +7% light ----- def ----- Armour +3 Resists +12% light Unarmed combat: Power 27.0 - 29.7 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit / acc Apr +5 Crit +5.0% Atk.spd 100% On Hit: * 10% chance to blind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady drakeskin leather gloves of strength (+4) (Corpses) (0 def, 3 armour) steady drakeskin leather gloves of strength (+4) (Corpses) (0 def, 3 armour)1.0 T5 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +11 (+1 eff.) Acc +7 (+2 eff.) ----- def ----- Armour +3 Phys.save +7 (+0 eff.) Mind.save +7 (+2 eff.) Disarm- +41% Unarmed combat: Power 34.0 - 37.4 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit / acc Acc +7 Apr +5 Crit +5.0% Atk.spd 100% On Hit: 10% Perfect Control 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand dwarven-steel gauntlets (Shrouds) (0 def, 9 armour) sand dwarven-steel gauntlets (Shrouds) (0 def, 9 armour)1.5 T3 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 8 physical Dmg.mod +8% physical ----- def ----- Armour +9 Unarmed combat: Power 19.5 - 27.3 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +8 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. |
storm dwarven-steel gauntlets of dexterity (+3) (Madness) (0 def, 2 armour) storm dwarven-steel gauntlets of dexterity (+3) (Madness) (0 def, 2 armour)1.5 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 lightning Dmg.mod +6% lightning Acc +16 (+4 eff.) ----- def ----- Armour +2 Resists +7% lightning Unarmed combat: Power 20.0 - 28.0 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.1% dam / acc Acc +8 Apr +9 Crit +15.0% Atk.spd 83% On Crit.r2 +7 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive voratun gauntlets (Nightmares) (0 def, 3 armour) corrosive voratun gauntlets (Nightmares) (0 def, 3 armour)1.5 T5 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 9 acid Dmg.mod +5% acid ----- def ----- Armour +3 Resists +7% acid Unarmed combat: Power 29.0 - 40.6 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +10 acid On Hit: 10% Acid Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's voratun gauntlets of strength (+3) (0 def, 3 armour) naturalist's voratun gauntlets of strength (+3) (0 def, 3 armour)1.5 T5 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+1 eff.) Melee+ 9 nature Dmg.mod +5% nature ----- def ----- Armour +3 Resists +7% nature Unarmed combat: Power 33.5 - 46.9 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% On Crit.r2 +12 nature On Hit: 10% Poison Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of strength (+3) (Shrouds) (0 def, 3 armour) voratun gauntlets of strength (+3) (Shrouds) (0 def, 3 armour)1.5 T5 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +12 (+1 eff.) ----- def ----- Armour +3 Unarmed combat: Power 31.5 - 44.1 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of strength (+3) (Shrouds) (0 def, 3 armour) voratun gauntlets of strength (+3) (Shrouds) (0 def, 3 armour)1.5 T5 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +12 (+1 eff.) ----- def ----- Armour +3 Unarmed combat: Power 35.5 - 49.7 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
cashmere wizard hat of nature (+22%) (Nightmares) (2 def, 0 armour) cashmere wizard hat of nature (+22%) (Nightmares) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +15% nature ----- def ----- Defense +2 (+1 eff.) Resists +22% nature Curse of Nightmares A pointy cloth hat, very wizardly... |
clarifying cashmere wizard hat of time (+13%) (Madness) (2 def, 0 armour) clarifying cashmere wizard hat of time (+13%) (Madness) (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane/Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +13% temporal ----- def ----- Defense +2 (+1 eff.) Resists +13% temporal Mind.save +8 (+2 eff.) Curse of Madness A pointy cloth hat, very wizardly... |
stabilizing cashmere wizard hat of nature (+19%) (Corpses) (2 def, 0 armour) stabilizing cashmere wizard hat of nature (+19%) (Corpses) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +13% nature ----- def ----- Defense +2 (+1 eff.) Resists +19% nature Phys.save +8 (+0 eff.) Curse of Corpses A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Sunbloom' (Nightmares) (3 def, 4 armour) elven-silk wizard hat 'Sunbloom' (Nightmares) (3 def, 4 armour)2.0 T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Wil +7 Cun +4 Con dps ---------- Mind.crit +1% Mind.pwr +13 (+2 eff.) Dmg.mod +15% acid +15% physical +20% darkness Res.pen +10% light Melee Ret 20 light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Defense +3 (+1 eff.) Resists +22% acid +18% physical +14% darkness +3% temporal +10% fire +18% light +11% cold ---------- misc Max.hate +11.00 Curse of Nightmares Stone Wall: Puts all charms on 48 cooldown Level 1.0 Pwr.cost 48 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 11 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 237.59 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
cleansing rough leather cap of constitution (+2) (Misfortune) (0 def, 1 armour) cleansing rough leather cap of constitution (+2) (Misfortune) (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +5% blight Curse of Misfortune A cap made of leather. |
Dairyrek the Obsidiandredge (Nightmares) (2 def, 0 armour) Dairyrek the Obsidiandredge (Nightmares) (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Wil +9 Mag dps ---------- Mind.crit +3% Spell.pwr +5 (+1 eff.) Mind.pwr +8 (+1 eff.) Dmg.mod +3% acid +30% darkness +15% blight +15% fire +13% mind Melee Ret 20 darkness ----- def ----- Defense +2 (+1 eff.) Resists +15% blight +22% fire +11% mind +6% acid Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +11 (+3 eff.) ---------- misc Max.psi +22.00 Curse of Nightmares A pointy cloth hat, very wizardly... |
grounding hardened leather cap of dexterity (+3) (Corpses) (0 def, 3 armour) grounding hardened leather cap of dexterity (+3) (Corpses) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +3% Resists +11% lightning +8% temporal Curse of Corpses A cap made of leather. |
Branendil (Misfortune) (10 def, 9 armour) Branendil (Misfortune) (10 def, 9 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +6 Dex +11 Cun +14 Lck dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +6% Crit.mult +6.00% Dmg.mod +6% blight Acc +12 (+3 eff.) Apr +7 Melee Ret 12 physical On Melee Ret: * 18% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +9 Defense +10 (+2 eff.) Fatigue +5% Resists +12% fire +12% cold Phys.save +30 (+0 eff.) Curse of Misfortune Skullcracker: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 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 922.9 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 cap made of leather. |
iron helm of strength (+2) (Madness) (0 def, 3 armour) iron helm of strength (+2) (Madness) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sparkbreak the dwarven-steel helm (Nightmares) (6 def, 4 armour) Sparkbreak the dwarven-steel helm (Nightmares) (6 def, 4 armour)3.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +7 Str +4 Dex +10 Cun +3 Con dps ---------- Dmg.mod +6% mind +6% lightning Res.pen +15% lightning Acc +5 (+2 eff.) Apr +7 Melee Ret 8 physical On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +4% Resists +9% lightning +8% fire +15% mind +10% cold Phys.save +9 (+0 eff.) Mind.save +10 (+3 eff.) Curse of Nightmares Skullcracker: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 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 922.9 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. |
dwarven-steel helm of dexterity (+5) (Misfortune) (0 def, 4 armour) dwarven-steel helm of dexterity (+5) (Misfortune) (0 def, 4 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +5 Dex ----- def ----- Armour +4 Fatigue +4% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of the depths (Misfortune) (0 def, 4 armour) dwarven-steel helm of the depths (Misfortune) (0 def, 4 armour)3.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +9% cold ---------- misc Breathe water Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding dwarven-steel helm of absorption (Madness) (0 def, 4 armour) grounding dwarven-steel helm of absorption (Madness) (0 def, 4 armour)3.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +8% lightning +8% temporal ---------- misc Stam/ret +1.30 Equi/ret +1.00 Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing dwarven-steel helm (Madness) (0 def, 4 armour) stabilizing dwarven-steel helm (Madness) (0 def, 4 armour)3.0 T3 head armor [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +4% Phys.save +13 (+0 eff.) Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing dwarven-steel helm of strength (+5) (Nightmares) (0 def, 4 armour) stabilizing dwarven-steel helm of strength (+5) (Nightmares) (0 def, 4 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +4 Fatigue +4% Phys.save +13 (+0 eff.) Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing dwarven-steel helm of the depths (Corpses) (0 def, 4 armour) stabilizing dwarven-steel helm of the depths (Corpses) (0 def, 4 armour)3.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +9% cold Phys.save +10 (+0 eff.) ---------- misc Breathe water Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing dwarven-steel helm of the depths (Corpses) (0 def, 4 armour) stabilizing dwarven-steel helm of the depths (Corpses) (0 def, 4 armour)3.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +8% cold Phys.save +15 (+0 eff.) ---------- misc Breathe water Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Earthquarry (Corpses) (0 def, 5 armour) Earthquarry (Corpses) (0 def, 5 armour)3.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Wil dps ---------- Dmg.mod +24% nature Res.pen +25% nature ----- def ----- Armour +5 Fatigue +5% Resists +12% acid +15% temporal +12% fire +12% blight +15% cold +19% nature +24% lightning Spell.save +7 (+0 eff.) Mind.save +13 (+4 eff.) Max.HP +98.00 Heal.mod +28% ---------- misc Stam/ret +1.40 Equi/ret +2.00 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
channeler's obsidian wardstone of blight warding (Nightmares) channeler's obsidian wardstone of blight warding (Nightmares)1.0 T4 wardstone armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +14% blight ----- def ----- Defense +8 (+2 eff.) Resists +16% blight Dmg.red +4 all Proj.slow +25% ---------- misc Mana/turn +1.30 Max.mana +26.00 Wards +4 blight Talents +4 Ward Curse of Nightmares Handheld warding devices |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ruby 5 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 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
302 alchemist agate (Madness) 302 alchemist agate (Madness)0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern 'Hellskarma' (Corpses) brass lantern 'Hellskarma' (Corpses)2.0 T1 lite [Random Unique] Arcane/Master While equipped: Stats +4 Cun dps ---------- Spell.crit +4% Spell.pwr +4 (+0 eff.) Dmg.mod +12% blight +3% fire +6% darkness Res.pen +15% blight Melee Ret 4 blight 26 fire On Hit (Melee): * 20% chance to disease ----- def ----- Resists +6% temporal +7% darkness +10% blight +6% cold +6% fire +6% light Affinity +5% darkness Def/telep +12 Res/telep +12% Dur/telep +14% ---------- misc Light -8 Infravis +12 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Moonlight Ray: Puts all charms on 5 cooldown Level 4.0 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 335.71 damage. The damage dealt will increase with your Spellpower. 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. |
brass lantern (Misfortune) brass lantern (Misfortune)2.0 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. |
Bokarion (Corpses) (dig speed 6 turns) Bokarion (Corpses) (dig speed 6 turns)3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +7 Str +12 Mag +3 Cun +8 Con dps ---------- Spell.crit +17% Crit.mult +33.00% Phys.pwr +15 (+2 eff.) Res.pen +10% arcane Apr +14 ----- def ----- Fatigue -8% ---------- misc Max.mana +82.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Fortune's Eye (Madness) Fortune's Eye (Madness)2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+3 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 11 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 37 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to 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 (3/3) Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
quick stralite torque of charged psionic shield (Shrouds) [power 89] (9 cooldown) quick stralite torque of charged psionic shield (Shrouds) [power 89] (9 cooldown)2.0 T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 89 for 7 turns Puts all charms on 9 cooldown Torques are made by powerful psionics to store psionic powers. |
quick elven-wood wand of firewall (Madness) [power 145] (3 cooldown) quick elven-wood wand of firewall (Madness) [power 145] (3 cooldown)2.0 T4 wand charm [Ego] Arcane Creates a wall of flames lasting 4 turns (dealing 178 fire damage overall) Puts all charms on 3 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By jufy the Forsaken Possessor level 40
77th Pyre 122nd year of Ascendancy at 04:09 see stats
By jufy the Forsaken Possessor level 28
76th Pyre 122nd year of Ascendancy at 18:58 see stats
By jufy the Forsaken Possessor level 10
75th Pyre 122nd year of Ascendancy at 18:22 see stats
By jufy the Forsaken Possessor level 20
75th Pyre 122nd year of Ascendancy at 18:22 see stats
By jufy the Forsaken Possessor level 30
76th Pyre 122nd year of Ascendancy at 19:00 see stats
By jufy the Forsaken Possessor level 40
77th Pyre 122nd year of Ascendancy at 04:09 see stats
By jufy the Forsaken Possessor level 33
76th Pyre 122nd year of Ascendancy at 21:58 see stats
By jufy the Forsaken Possessor level 28
76th Pyre 122nd year of Ascendancy at 17:35 see stats
By jufy the Forsaken Possessor level 26
75th Pyre 122nd year of Ascendancy at 18:22 see stats
By jufy the Forsaken Possessor level 14
75th Pyre 122nd year of Ascendancy at 18:22 see stats
Log
jufy converts some damage to Psi!
jufy mentally dismisses some damage!
Poisoned deep water hits jufy for (1 dismissed), 0 to psi, 0 nature (0 total damage).
Resting starts...
Rested for 1 turns (stop reason: all resources and life at maximum).
There is a way to the previous level here (press '' or right click to use).
Ran for 44 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Ran for 2 turns (stop reason: taken damage).
Jufy's mind surges with critical power!
Jufy shrugs off the effect 'Poison'!
Poisoned deep water poisons jufy!
jufy converts some damage to Psi!
jufy mentally dismisses some damage!
Poisoned deep water hits jufy for (2 dismissed), 0 to psi, 0 nature (1 total damage).
Saving game...
Saving done.
Jufy deactivates Psionic Disruption.
Jufy deactivates Mental Tyranny.
Jufy deactivates Gesture of Pain.
Jufy deactivates Channel Pain.
Jufy deactivates Gloom.