Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
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 1.5.5Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Wall Clock 1.3.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possession type unlock 1.5.8Removes the creature type limit of Possession. Homosuperior 1.2.3This addon adds another subrace to the humans. Much stronger than any other race, for testing of classes and beginners. + 5 in all main stats exp multiplier: 0.85 More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. Embers Empyreal 1.4.0Adds the Empyreal class, using gravity and the new celestial trees from Embers. Errors without it. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack. That said, I don't think the Empyreal is working correctly, and it might be beyond my abilities to fix it. Sorry! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Hybrid Class Pack 1.4.6Adds a number of hybridized classes. Currently only remixes existing classes and talents. Viper Class 1.4.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Inferno Race Patch for ID and Arena 1.5.5A patch to allow races added by the Inferno Race Pack addon to be created in the Arena and Infinite Dungeon. Requires astralInferno's Inferno Race Pack (or one of the addons which adds these races seperately) to have any effect. Proper Possession 1.5.0
Frequently Asked Questions: 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: 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 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: Superhuman 1.2.5For those who think the Homosuperior race by gkjzhgffjh is not easy enough. 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. Mindstar and Staff Combat Access 1.3.1I was irked that Mindslayers need to burn a good chunk of cash to open Mindstar Training, which seems like a Talent track they should have open out of the gate. Same with staff-using mages and Staff Combat. So I figured out how to fix it and did! Items Vault 1.5.0Donators/Buyers bonus! 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. 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. Inferno Race Pack 1.4.0Adds a collection of my races. Experience Controller 1.5.5
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon 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. 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. 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. 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 | Warrior Effigy |
Class | Possessor |
Level / Exp | 36 / 21% |
Size | big |
Lifes / Deaths | Killed by losgoroth at level 1 on the 74th Pyre 122nd year of Ascendancy at 11:27 / 1 |
Primary Stats
Strength | 132 (base 60) |
Dexterity | 78 (base 60) |
Constitution | 78 (base 60) |
Magic | 71 (base 60) |
Willpower | 75 (base 60) |
Cunning | 83 (base 60) |
Resources
Life | 11053/11053 |
Mana | 731/731 |
Stamina | 400/400 |
Psi | 492/492 |
Healing Factor | 1.5312903225806 |
Regeneration | 541.38769354839 |
Speed
Mental | +35% |
Attack | +35% |
Movement | +35% |
Spell | +35% |
Global | +189.48240338568% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 4 |
See Stealth | 12 |
See Invisible | 12 |
Offense: Mainhand
Damage | 94 |
Accuracy | 84 |
Crit Chance | 89% |
APR | 36 |
Speed | 0.74 |
Offense: Offhand
Damage | 112 |
Accuracy | 84 |
Crit Chance | 97% |
APR | 42 |
Speed | 0.74 |
Offense: Spell
Spellpower | 186 |
Crit Chance | 67% |
Speed | 0.74074074074074 |
Offense: Mind
Mindpower | 200 |
Crit Chance | 83% |
Speed | 0.74074074074074 |
Offense: Damage Bonus
Acid | +6% |
Arcane | +19% |
Mind | +30% |
All | 0% |
Lightning | +27% |
Light | +7% |
Temporal | +24% |
Physical | +16% |
Darkness | +13% |
Fire | +21% |
Cold | +6% |
Offense: Damage Penetration
Acid | +10% |
Arcane | +20% |
Mind | +20% |
Lightning | +20% |
Temporal | +15% |
Physical | +6% |
Darkness | +15% |
Fire | +20% |
Nature | +15% |
Defense: Base
Armour (hardiness) | 180.7461581195 (100%) |
Defense | 62 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 50 |
Spell Save | 50 |
Mental Save | 50 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 44%( 80%) |
Mind | + 29%( 70%) |
All | + 30%( 70%) |
Physical | + 29%( 70%) |
Lightning | + 29%( 70%) |
Light | + 29%( 70%) |
Temporal | + 29%( 70%) |
Cold | + 29%( 70%) |
Darkness | + 29%( 70%) |
Fire | + 29%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Stun Resistance | 46% |
Poison Resistance | 100% |
Blind Resistance | 30% |
Silence Resistance | 30% |
Bleed Resistance | 100% |
Teleport Resistance | 50% |
Disarm Resistance | 28% |
Instadeath Resistance | 100% |
Knockback Resistance | 28% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (74% 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%. |
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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (74% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Golem / Fighting | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psionic menace | 2.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Solipsism | 2.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Deep horror | 2.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Battle psionics | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Body snatcher | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Psychic blows | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Possession | 6.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Ravenous mind | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Golem / Effigy | 3.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 3.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Mentalism | 3.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Psionic Disruption |
talent | Channel Pain |
detrimental effect | On death will restore to the source up to 11 times the vim's worth. Bleak Outcome |
beneficial effect | You swaped an item without taking time this turn. Swift Hands |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+54% global speed). Clarity |
Quests
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
Equipment
On feet | Bleakravager (3 def, 1 armour) Bleakravager (3 def, 1 armour)2.0 T1 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +2 Mag +2 Wil +6 Lck dps ---------- Phys.crit +4.0% Spell.crit +2% Phys.pwr +4 (+0 eff.) Dmg.mod +6% darkness Res.pen +15% darkness Apr +5 Melee Ret 4 acid On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +3 (+0 eff.) Fatigue +1% Resists +9% darkness +9% acid Stealth +7 ---------- misc Mana/turn +0.16 Max.mana +24.00 A pair of boots made of leather. |
Light source | Void Star Void Star1.0 T2 lite [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Dmg.mod +6% acid +6% cold +6% fire +6% arcane +6% lightning ---------- misc Light +2 Echoes From The Void: Level 2.0 Pwr.cost 70 out of 70/70. Range 10 Travel.spd instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 201.71 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+0 eff.) Spell.save +12 (+0 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | Islywen the hardened leather gloves (0 def, 2 armour) Islywen the hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +10 Dex +2 Mag +11 Cun dps ---------- Melee+ 8 mind Dmg.mod +10% mind +7% arcane Acc +8 (+2 eff.) Apr +9 Melee Ret 4 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Resists +8% mind Phys.save +11 (+0 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 16.5 - 18.2 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% crit / acc Acc +17 Apr +10 Crit +13.0% Atk.spd 100% Melee+ +9 arcane On Hit.r1 +4 temporal On Crit.r2 +8 temporal +7 mind +9 arcane On Hit: 20% Psychic Lobotomy 3 On Hit: 15% Perfect Strike 3 On Hit: 10% Set Up 3 On Hit: * 20% chance to gain 10% of a turn (3/turn limit) Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On fingers | Nimbussquall Nimbussquall0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +8 (+0 eff.) Dmg.mod +3% mind +6% lightning Res.pen +5% lightning +10% mind On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% mind HP.reg +1.10 Stun/Frz- +20% Rings can have magical properties. |
On fingers | Festeredge Festeredge0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Phys.pwr +8 (+0 eff.) Spell.pwr +14 (+1 eff.) Mind.pwr +8 (+0 eff.) Dmg.mod +6% temporal Melee Ret 8 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% nature +12% temporal Blind- +30% Silence- +30% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.22 Infravis +4 See.Stealth +12 See.Invis +12 Rings can have magical properties. |
Around neck | Ulfyrak Ulfyrak0.1 T2 amulet jewelry [Random Unique] Arcane While equipped: dps ---------- Melee+ 7 light 7 darkness Dmg.mod +7% light +7% darkness Melee Ret 8 blight On Melee Ret: * 7% chance to blind * 6% chance to inflict 15% damage reduction ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+1 eff.) Resists +9% acid +1% physical Disease- +15% Cut- +5% Teleport- +50% Teleport you randomly (rad 33) Puts all charms on 15 cooldown Amulets can have magical properties. |
In main hand | Bethovea (5-5.5 power, 18 apr, mind damage) Bethovea (5-5.5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic This mindstar will resonate with other psionic mindstars. This natural mindstar summons a caller. Power 5.0 - 5.5 Mind Uses 75% Wil, 50% Mag, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 40% chance to cause random gloom While equipped: dps ---------- Phys.crit +6.0% Mind.crit +5% Crit.mult +6.00% Phys.pwr +6 (+0 eff.) Mind.pwr +15 (+1 eff.) Dmg.mod +5% mind Res.pen +5% mind Acc +4 (+1 eff.) ----- def ----- Resists +5% mind Dmg.Resnn +13% Mind.save +4 (+1 eff.) ---------- misc Psi/ret +1.00 Max.psi +20.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Bokulin the Strikeresolve Bokulin the Strikeresolve1.0 T1 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +7% Dmg.mod +15% lightning Res.pen +15% lightning +15% nature Melee Ret 4 lightning On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +10% lightning +7% temporal +6% nature Anom.red +12 Max.HP +61.00 HP.reg +0.90 Heal.mod +12% ---------- misc Max.mana +37.00 Max.stam +33.00 Max.hate +11.00 Max.psi +22.00 Max.vim +23.00 Max.P.En +23.00 Max.N.En +24.00 A belt that goes around your waist. |
In off hand | Deepssweep (9.5-10.45 power, 24 apr, mind damage) Deepssweep (9.5-10.45 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic This honing mindstar will focus other psionic mindstars. Power 9.5 - 10.5 Mind Uses 80% Wil, 50% Mag, 20% Cun Acc uses Wil Apr +24 Crit +10.5% Atk.spd 100% Melee+ +8 temporal On Hit.r1 +4 temporal On Hit: * 10% chance to corrode armour by 30% * Slows global speed by 11% * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+0 eff.) Dmg.mod +12% mind +6% physical Res.pen +5% mind +6% physical On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +6% darkness +5% physical Phys.save +4 (+0 eff.) Spell.save +5 (+0 eff.) Mind.save +5 (+2 eff.) Max.HP +34.00 HP.reg +1.30 ---------- misc Equi/ret +1.30 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. |
Cloak | Stokeusher the linen cloak (13 def, 0 armour) Stokeusher the linen cloak (13 def, 0 armour)2.0 T1 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Dex +2 Cun +2 Con dps ---------- Dmg.mod +6% arcane +15% fire Res.pen +20% arcane +20% fire Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +13 (+4 eff.) Resists +12% light +15% fire Phys.save +7 (+0 eff.) Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Nerada (13 def, 15 armour) Nerada (13 def, 15 armour)17.0 T2 massive armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Con dps ---------- Dmg.mod +18% temporal Res.pen +10% acid +15% temporal On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +15 Defense +13 (+4 eff.) Fatigue +22% Resists +28% acid +9% physical +3% temporal +8% fire +29% lightning +8% cold Mind.save +14 (+5 eff.) Disarm- +28% Stun/Frz- +26% Knockbk- +28% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
healing infusion of the wizard (heal 202) healing infusion of the wizard (heal 202)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 202 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the duelist (32 nature damage, 31% healing reduction) insidious poison infusion of the duelist (32 nature damage, 31% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 21 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 32.29 nature damage per turn for 7 turns, and reducing the target's healing received by 31%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune (range 7; power 23; dur 5) phase door rune (range 7; power 23; dur 5)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (74% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune of the warrior (range 15; power 48; dur 4) phase door rune of the warrior (range 15; power 48; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (74% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 15. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 48%, your defense is increased by 48 and all your resistances by 48%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Angolwen Academy Training Token Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Nytar the copper amulet Nytar the copper amulet0.1 T1 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Dex +4 Wil +3 Cun dps ---------- Dmg.mod +6% blight +3% arcane Melee Ret 12 blight ----- def ----- Resists +5% arcane +15% blight Blind- +16% ---------- misc Infravis +3 Sight +2 See.Invis +7 Amulets can have magical properties. |
steel ring 'Eilinonne' steel ring 'Eilinonne'0.1 T2 ring jewelry [Random Unique] Nature While equipped: dps ---------- Phys.crit +4.0% Spell.pwr +2 (+0 eff.) Res.pen +10% blight ----- def ----- Armour +8 Max.HP +104.00 HP.reg +1.70 Heal.mod +30% ---------- misc Vim/s.crit +2.00 Rings can have magical properties. |
steel ring of perseverance steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +22% Rings can have magical properties. |
Adanor (15-18 power, 6 apr, light element) Adanor (15-18 power, 6 apr, light element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +10 temporal While equipped: Stats +2 Con dps ---------- Spell.crit +11% Phys.pwr +2 (+0 eff.) Spell.pwr +6 (+0 eff.) S.pwr/crit +4 Dmg.mod +15% light Apr +1 ----- def ----- Armour +5 Hardiness +4% Phys.save +6 (+0 eff.) Max.HP +20.00 ---------- misc Stam/turn +0.60 Mana/turn +0.19 Max.mana +136.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of war (20-24 power, 3 apr, fire element) ash vilestaff of war (20-24 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego+] Master Power 20.0 - 24.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 physical While equipped: dps ---------- Phys.crit +6.0% Spell.crit +2% Spell.pwr +6 (+0 eff.) Dmg.mod +15% fire Acc +7 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of vines (15-18 power, 3 apr, fire element) cruel ash magestaff of vines (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +2% Crit.mult +11.00% Spell.pwr +6 (+0 eff.) Melee+ 5 nature Dmg.mod +15% fire ----- def ----- Heal/summ +8 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash starstaff (15-18 power, 3 apr, darkness element) cruel ash starstaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Master Power 15.0 - 18.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +2% Crit.mult +11.00% Spell.pwr +6 (+0 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
feathered ash starstaff (15-18 power, 3 apr, light element) feathered ash starstaff (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Ego] Nature Power 15.0 - 18.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+0 eff.) Dmg.mod +15% light Acc +6 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Fatigue -5% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of might (17-20.4 power, 3 apr, arcane element) potent ash magestaff of might (17-20.4 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Arcane Power 17.0 - 20.4 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +8 (+0 eff.) Dmg.mod +17% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff (15-18 power, 3 apr, physical element) shimmering ash starstaff (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+0 eff.) Dmg.mod +15% physical ---------- misc Mana/turn +0.14 Max.mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash magestaff of might (15-18 power, 3 apr, fire element) surging ash magestaff of might (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 130% Mag, 40% Wil Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+0 eff.) S.pwr/crit +4 Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dual yew vilestaff of might (20-24 power, 4 apr, acid element) dual yew vilestaff of might (20-24 power, 4 apr, acid 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 +11% Spell.pwr +9 (+0 eff.) Dmg.mod +20% acid ---------- misc Talents +1 Dual Staff +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew vilestaff (22-26.4 power, 4 apr, darkness element) potent yew vilestaff (22-26.4 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Arcane Power 22.0 - 26.4 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 +3% Spell.pwr +11 (+1 eff.) Dmg.mod +22% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
insidious iron battleaxe (16.5-24.75 power, 1 apr) insidious iron battleaxe (16.5-24.75 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Nature Power 16.5 - 24.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% Melee+ +21 insidious poison Massive two-handed battleaxes. |
Chalolin the steel battleaxe (34-51 power, 2 apr) Chalolin the steel battleaxe (34-51 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master Power 34.0 - 51.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +14 lightning +9 light Against +21% Undead On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- S.pwr/crit +4 Dmg.mod +9% blight Res.pen +12% physical Acc +12 (+3 eff.) Apr +13 ----- def ----- Cut- +10% Silence- +15% Confus- +15% Knockbk- +15% ---------- misc Max.vim +20.00 Massive two-handed battleaxes. |
Vileimmortal the dwarven-steel battleaxe (45.5-68.25 power, 2 apr) Vileimmortal the dwarven-steel battleaxe (45.5-68.25 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Nature/Master/Psionic Power 45.5 - 68.3 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +4 acid +19 blight +4 nature On Hit.r1 +8 acid On Crit.r2 +12 nature On Hit: 10% Epidemic 3 On Hit: * 20% chance to disease * 19% chance to corrode armour by 30% * 25% chance to put talents on cooldown While equipped: dps ---------- Dmg.mod +3% acid Res.pen +9% acid +20% nature ----- def ----- HP.reg +2.00 Disease- +29% Massive two-handed battleaxes. |
acidic dwarven-steel battleaxe of massacre (38.5-57.75 power, 2 apr) acidic dwarven-steel battleaxe of massacre (38.5-57.75 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 38.5 - 57.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 acid On Crit: * splashes the target with acid Massive two-handed battleaxes. |
thought-forged dwarven-steel battleaxe (30-45 power, 2 apr) thought-forged dwarven-steel battleaxe (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Psionic Power 30.0 - 45.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 mind On Hit: * 17% chance to cause random gloom While equipped: Stats +2 Cun +5 Wil Massive two-handed battleaxes. |
Dimripper (30.5-45.75 power, 2 apr) Dimripper (30.5-45.75 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master/Psionic Power 30.5 - 45.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 darkness Against +14% Living On Hit.r1 +8 darkness On Crit.r2 +4 darkness On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +14% acid +12% physical +14% fire +14% lightning +14% cold Acc +23 (+5 eff.) Apr +13 Melee Ret 8 darkness ----- def ----- Defense +19 (+5 eff.) Rng.Def +6 (+1 eff.) Resists +6% darkness Disarm- +42% Pinning- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Massive two-handed mauls. |
chilling iron greatsword of massacre (27-43.2 power, 1 apr) chilling iron greatsword of massacre (27-43.2 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 27.0 - 43.2 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+ +10 cold Massive two-handed swords. |
Airtrencher (21.5-34.4 power, 2 apr) Airtrencher (21.5-34.4 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 21.5 - 34.4 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +13 temporal +13 nature +13 darkness Against +12% Living While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +10% nature +12% physical Acc +9 (+2 eff.) Apr +10 ----- def ----- Resists +2% physical +7% all Phys.save +6 (+0 eff.) Blind- +5% Disease- +10% Confus- +15% Stun/Frz- +5% Knockbk- +15% Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed swords. |
chilling steel greatsword (27-43.2 power, 2 apr) chilling steel greatsword (27-43.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 27.0 - 43.2 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 cold Massive two-handed swords. |
hateful steel greatsword of massacre (35.5-56.8 power, 2 apr) hateful steel greatsword of massacre (35.5-56.8 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master/Psionic Power 35.5 - 56.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 darkness Against +9% Living Massive two-handed swords. |
steel greatsword of erosion (23.5-37.6 power, 2 apr) steel greatsword of erosion (23.5-37.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature Power 23.5 - 37.6 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 nature +9 temporal Massive two-handed swords. |
steel greatsword of massacre (32-51.2 power, 2 apr) steel greatsword of massacre (32-51.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 32.0 - 51.2 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
thought-forged steel greatsword of paradox (26-41.6 power, 2 apr) thought-forged steel greatsword of paradox (26-41.6 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Psionic Power 26.0 - 41.6 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 mind +12 temporal On Hit: * 14% chance to cause random gloom While equipped: Stats +3 Cun +3 Wil dps ---------- Melee Ret 9 temporal ----- def ----- Resists +7% temporal Massive two-handed swords. |
dwarven-steel greatsword of massacre (44-70.4 power, 2 apr) dwarven-steel greatsword of massacre (44-70.4 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master Power 44.0 - 70.4 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
arcing steel longsword of daylight (15-21 power, 3 apr) arcing steel longsword of daylight (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 15.0 - 21.0 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% Melee+ +6 light +6 lightning Against +11% Undead On Hit: * 25% chance for lightning to arc to a second target Sharp, long, and deadly. |
chilling steel longsword (14.5-20.3 power, 3 apr) chilling steel longsword (14.5-20.3 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 14.5 - 20.3 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% Melee+ +6 cold Sharp, long, and deadly. |
insidious steel longsword (12.5-17.5 power, 3 apr) insidious steel longsword (12.5-17.5 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature Power 12.5 - 17.5 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% Melee+ +13 insidious poison Sharp, long, and deadly. |
steel longsword of daylight (13.5-18.9 power, 3 apr) steel longsword of daylight (13.5-18.9 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 13.5 - 18.9 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% Melee+ +7 light Against +10% Undead Sharp, long, and deadly. |
steel longsword of massacre (20.5-28.7 power, 3 apr) steel longsword of massacre (20.5-28.7 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 20.5 - 28.7 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% Sharp, long, and deadly. |
thought-forged steel longsword of erosion (16-22.4 power, 3 apr) thought-forged steel longsword of erosion (16-22.4 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature/Psionic Power 16.0 - 22.4 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% Melee+ +7 temporal +7 mind +8 nature On Hit: * 18% chance to cause random gloom While equipped: Stats +1 Cun +2 Wil Sharp, long, and deadly. |
iron mace (11.5-16.1 power, 2 apr) iron mace (11.5-16.1 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
Myroddagas the Hellshear (15.5-21.7 power, 3 apr) Myroddagas the Hellshear (15.5-21.7 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Nature/Master/Psionic Power 15.5 - 21.7 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 darkness +21 insidious poison Against +10% Living While equipped: Stats +6 Str dps ---------- Spell.crit +5% Dmg.mod +6% fire +17% physical Res.pen +5% arcane Acc +17 (+4 eff.) ----- def ----- Spell.save +12 (+0 eff.) ---------- misc Stam/ret +2.10 Mana/s.crit +3.00 Blunt and deadly. |
arcing steel mace of massacre (17-23.8 power, 3 apr) arcing steel mace of massacre (17-23.8 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 17.0 - 23.8 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Blunt and deadly. |
chilling iron waraxe of vileness (10.5-14.7 power, 2 apr) chilling iron waraxe of vileness (10.5-14.7 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 10.5 - 14.7 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 blight +5 cold On Hit: * 5% chance to disease One-handed war axes. |
Chamiromimnir the Sunroar (13.5-18.9 power, 3 apr) Chamiromimnir the Sunroar (13.5-18.9 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 13.5 - 18.9 Fire Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +10 acid +4 temporal +11 darkness +4 fire Against +10% Living On Hit.r1 +4 fire On Hit: * 40% chance to gain 10% of a turn (3/turn limit) * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * splashes the target with acid * cripple the target While equipped: dps ---------- Phys.crit +9.0% Melee Ret 8 temporal ----- def ----- Resists +12% fire One-handed war axes. |
Islivea (12.5-17.5 power, 3 apr) Islivea (12.5-17.5 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master Power 12.5 - 17.5 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +10 temporal +9 nature On Hit: * 20% chance to disease On Crit: * cripple the target While equipped: Stats +2 Mag dps ---------- Phys.crit +9.0% S.pwr/crit +6 ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 One-handed war axes. |
acidic steel waraxe (12.5-17.5 power, 3 apr) acidic steel waraxe (12.5-17.5 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 12.5 - 17.5 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 acid On Crit: * splashes the target with acid One-handed war axes. |
acidic steel waraxe of daylight (13.5-18.9 power, 3 apr) acidic steel waraxe of daylight (13.5-18.9 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 13.5 - 18.9 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 acid +7 light Against +5% Undead On Crit: * splashes the target with acid One-handed war axes. |
balanced steel waraxe of vileness (12-16.8 power, 3 apr) balanced steel waraxe of vileness (12-16.8 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 12.0 - 16.8 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 blight On Hit: * 5% chance to disease While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +20% One-handed war axes. |
insidious steel waraxe of erosion (13.5-18.9 power, 3 apr) insidious steel waraxe of erosion (13.5-18.9 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature Power 13.5 - 18.9 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +21 insidious poison +5 temporal +7 nature One-handed war axes. |
steel waraxe of crippling (11.5-16.1 power, 3 apr) steel waraxe of crippling (11.5-16.1 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 11.5 - 16.1 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +6.0% One-handed war axes. |
Dimorder (27-35.1 power, 6 apr) Dimorder (27-35.1 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 27.0 - 35.1 Physical Uses 40% Wil, 45% Str, 50% Mag 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 darkness On Hit.r1 +4 lightning +4 darkness On Hit: * 40% chance to daze at end of turn * 20% chance to inflict 15% damage reduction * Random elemental explosion While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+0 eff.) Res.pen +9% acid +7% physical +9% fire +8% lightning +8% cold Melee Ret 4 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +9% lightning Disarm- +16% Sharp, short and deadly. |
Runiyon the steel dagger (10.5-13.65 power, 6 apr) Runiyon the steel dagger (10.5-13.65 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 10.5 - 13.7 Physical Uses 40% Wil, 45% Str, 50% Mag 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 blight +8 light Against +12% Undead On Crit.r2 +16 acid On Hit: 10% Epidemic 2 On Hit: * 7% chance to disease While equipped: Stats +3 Str +2 Mag dps ---------- Phys.crit +7.0% Crit.mult +15.00% Dmg.mod +7% physical Phasing +20% Acc +5 (+1 eff.) Apr +6 On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Disease- +13% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.08 Stam/ret +2.00 Sharp, short and deadly. |
steel dagger (12-15.6 power, 6 apr) steel dagger (12-15.6 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 12.0 - 15.6 Physical Uses 40% Wil, 45% Dex, 50% Mag 45% Str Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
mossy mindstar (2-2.2 power, 12 apr, mind damage) mossy mindstar (2-2.2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.0 - 2.2 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 (+0 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2-2.2 power, 12 apr, mind damage) mossy mindstar (2-2.2 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.0 - 2.2 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 (+0 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2.5-2.75 power, 12 apr, nature damage) mossy mindstar (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Normal] Nature Power 2.5 - 2.8 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 (+0 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar of resolve (2.5-2.75 power, 12 apr, mind damage) mossy mindstar of resolve (2.5-2.75 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic 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: Stats +2 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) ----- def ----- Phys.save +2 (+0 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Murkgrit the vined mindstar (5.5-6.05 power, 18 apr, mind damage) Murkgrit the vined mindstar (5.5-6.05 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic This psionic mindstar is wrathful to the hated. Power 5.5 - 6.1 Mind Uses 75% Wil, 50% Mag, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * Slows global speed by 40% While equipped: Stats +1 Wil dps ---------- Mind.crit +4% Mind.pwr +4 (+0 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Hate/m.crit +2.00 Psi/m.crit +2.00 Max.psi +19.00 Infravis +2 Telepathy Demon/Minor Humanoid/Orc Demon/Major 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. |
blooming vined mindstar (5-5.5 power, 18 apr, nature damage) blooming vined mindstar (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.0 - 5.5 Nature Uses 75% Wil, 50% Mag, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) ----- def ----- Heal.mod +13% Heal/summ +11 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. |
blooming vined mindstar of clarity (5.5-6.05 power, 18 apr, mind damage) blooming vined mindstar of clarity (5.5-6.05 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.5 - 6.1 Mind Uses 75% Wil, 50% Mag, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) ----- def ----- Mind.save +3 (+1 eff.) Heal.mod +12% Heal/summ +19 ---------- misc Max.psi +10.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
blooming vined mindstar of the jelly (5.5-6.05 power, 18 apr, mind damage) blooming vined mindstar of the jelly (5.5-6.05 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 Mind Uses 75% Wil, 50% Mag, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Dmg.mod +3% acid ----- def ----- Heal.mod +15% Heal/summ +23 ---------- misc Equi/ret +1.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar (6-6.6 power, 18 apr, nature damage) horrifying vined mindstar (6-6.6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 6.0 - 6.6 Nature Uses 75% Wil, 50% Mag, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Dmg.mod +2% mind +2% darkness Melee Ret 3 mind 2 darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar (5.5-6.05 power, 18 apr, nature damage) horrifying vined mindstar (5.5-6.05 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.5 - 6.1 Nature Uses 75% Wil, 50% Mag, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Dmg.mod +4% mind +3% darkness Melee Ret 2 mind 3 darkness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar of balance (6-6.6 power, 18 apr, nature damage) horrifying vined mindstar of balance (6-6.6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 6.0 - 6.6 Nature Uses 75% Wil, 50% Mag, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Dmg.mod +2% mind +3% darkness Melee Ret 3 mind 4 darkness ----- def ----- Phys.save +3 (+0 eff.) Spell.save +3 (+0 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.60 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying vined mindstar of life (4.5-4.95 power, 18 apr, mind damage) horrifying vined mindstar of life (4.5-4.95 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.5 - 5.0 Mind Uses 75% Wil, 50% Mag, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Dmg.mod +4% mind +4% darkness Melee Ret 2 mind 3 darkness ----- def ----- Max.HP +18.00 HP.reg +0.80 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar of balance (6-6.6 power, 18 apr, mind damage) nature's vined mindstar of balance (6-6.6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 6.0 - 6.6 Mind Uses 75% Wil, 50% Mag, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) Dmg.mod +2% nature ----- def ----- Resists +3% blight Phys.save +3 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +3 (+1 eff.) Disease- +16% ---------- misc Equi/ret +0.90 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. |
vined mindstar 'Daimesin' (11.5-12.65 power, 18 apr, nature damage) vined mindstar 'Daimesin' (11.5-12.65 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic This natural sand should be returned to the wyrm. This psionic mindstar has an epiphany about dreams. Power 11.5 - 12.7 Nature Uses 75% Wil, 50% Mag, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Phasing +20% Melee+ +8 blight +4 physical While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Crit.mult +6.00% Phys.pwr +6 (+0 eff.) Mind.pwr +10 (+1 eff.) Dmg.mod +9% mind +10% physical Res.pen +9% physical Apr +2 Melee Ret 7 physical ----- def ----- Resists +10% physical Phys.save +4 (+0 eff.) Max.HP +20.00 Burrow: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 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 42 of target armor and 21% 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. |
vined mindstar of balance (5-5.5 power, 18 apr, nature damage) vined mindstar of balance (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.0 - 5.5 Nature Uses 75% Wil, 50% Mag, 15% Cun Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) ----- def ----- Phys.save +3 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.80 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
blooming thorny mindstar of the jelly (9-9.9 power, 24 apr, mind damage) blooming thorny mindstar of the jelly (9-9.9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 9.0 - 9.9 Mind Uses 80% Wil, 50% Mag, 20% Cun Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+0 eff.) Dmg.mod +4% acid ----- def ----- Heal.mod +10% Heal/summ +18 ---------- misc Equi/ret +0.90 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 thorny mindstar of balance (9.5-10.45 power, 24 apr, nature damage) horrifying thorny mindstar of balance (9.5-10.45 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 9.5 - 10.5 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 +6 (+0 eff.) Dmg.mod +3% mind +3% darkness Melee Ret 4 mind 2 darkness ----- def ----- Phys.save +3 (+0 eff.) Spell.save +5 (+0 eff.) Mind.save +2 (+1 eff.) ---------- misc Equi/ret +0.80 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of balance (7.5-8.25 power, 24 apr, mind damage) thorny mindstar of balance (7.5-8.25 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 7.5 - 8.3 Mind 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 +6 (+0 eff.) ----- def ----- Phys.save +4 (+0 eff.) Spell.save +5 (+0 eff.) Mind.save +4 (+1 eff.) ---------- misc Equi/ret +0.50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of the jelly (9.5-10.45 power, 24 apr, mind damage) thorny mindstar of the jelly (9.5-10.45 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 9.5 - 10.5 Mind 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 +6 (+0 eff.) Dmg.mod +3% acid ---------- misc Equi/ret +0.50 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ash longbow ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Normal] Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Longbows are used to shoot arrows at your foes. |
ranger's ash longbow of power ranger's ash longbow of power4.0 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 +8 While equipped: Stats +3 Dex dps ---------- Dmg.mod +15% physical Res.pen +15% physical Longbows are used to shoot arrows at your foes. |
steady ash longbow of acid steady ash longbow of acid4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +7 Ranged+ +11 acid While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +12% acid Acc +12 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Merkul's Second Eye Merkul's Second Eye4.0 T3 longbow 2H weapon Reqs Shoot [Unique] Arcane Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
mighty yew longbow mighty yew longbow4.0 T3 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 +8 While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+0 eff.) Longbows are used to shoot arrows at your foes. |
Eilinessra Eilinessra4.0 T2 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +10 lightning +21 fire While equipped: Stats +7 Cun dps ---------- Crit.mult +5.00% Dmg.mod +12% lightning +23% fire +11% physical Res.pen +14% physical ----- def ----- Heal/summ +20 ---------- misc Equi/ret +0.04 Hate/m.crit +1.00 Max.hate +4.00 Slings are used to hurl stones or metal shots at your foes. |
iron steamgun of lightning iron steamgun of lightning4.0 T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +7 lightning Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +10% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty iron steamgun of power mighty iron steamgun of power4.0 T1 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 +5 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+0 eff.) Dmg.mod +9% physical Res.pen +9% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty steel steamgun of lightning mighty steel steamgun of lightning4.0 T2 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 +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +8 lightning Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+0 eff.) Dmg.mod +9% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
overgrown steel steamgun overgrown steel steamgun4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% On Hit: 10% Overgrowth 2 Uses 2.0 Steam While equipped: ----- def ----- HP.reg +0.70 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun of lightning steel steamgun of lightning4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Arcane/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +7 lightning Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +9% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's steel steamgun strafer's steel steamgun4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Acc +8 (+2 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's steel steamgun of cunning (+3) strafer's steel steamgun of cunning (+3)4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Master/Steamtech Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Cun dps ---------- Res.pen +12% physical Acc +5 (+1 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
blazing quiver of elm arrows of accuracy (16/16, 14-19.6 power, 5 apr) blazing quiver of elm arrows of accuracy (16/16, 14-19.6 power, 5 apr)3.0 T1 arrow ammo [Ego] Nature/Master Power 14.0 - 19.6 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Acc+ +0.2% crit / acc Acc +11 Apr +5 Crit +1.0% Capacity 16 Ranged+ +14 fire On Crit.r2 +8 fire Arrows are used with bows to pierce your foes to death. |
Cyryba the quiver of ash arrows (17/18, 23-32.2 power, 7 apr) Cyryba the quiver of ash arrows (17/18, 23-32.2 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Arcane/Master Power 23.0 - 32.2 Blight Uses 40% Wil, 50% Str, 50% Mag 70% Dex Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 18 Ranged+ +38 blight +28 bleed On Crit.r2 +4 blight On Hit: 10% Epidemic 2 On Hit: * 54% chance to disease On Crit: * wounds the target for 7 turns: 46 bleeding, 97% reduced healing Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows (20/20, 19-26.6 power, 7 apr) quiver of ash arrows (20/20, 19-26.6 power, 7 apr)3.0 T2 arrow ammo [Normal] Power 19.0 - 26.6 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 20 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of accuracy (20/20, 20.5-28.7 power, 7 apr) quiver of ash arrows of accuracy (20/20, 20.5-28.7 power, 7 apr)3.0 T2 arrow ammo [Ego] Master Power 20.5 - 28.7 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Acc+ +0.2% crit / acc Acc +14 Apr +7 Crit +1.5% Capacity 20 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of erosion (13/13, 21.5-30.1 power, 7 apr) quiver of ash arrows of erosion (13/13, 21.5-30.1 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature Power 21.5 - 30.1 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 13 Ranged+ +8 nature +12 temporal Arrows are used with bows to pierce your foes to death. |
acidic quiver of yew arrows of accuracy (20/20, 36.5-51.1 power, 10 apr) acidic quiver of yew arrows of accuracy (20/20, 36.5-51.1 power, 10 apr)3.0 T3 arrow ammo [Ego] Arcane/Master Power 36.5 - 51.1 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Acc+ +0.2% crit / acc Acc +20 Apr +10 Crit +2.0% Capacity 20 Ranged+ +11 acid On Crit: * splashes the target with acid Arrows are used with bows to pierce your foes to death. |
deadly quiver of yew arrows (21/21, 44-61.6 power, 10 apr) deadly quiver of yew arrows (21/21, 44-61.6 power, 10 apr)3.0 T3 arrow ammo [Ego] Master Power 44.0 - 61.6 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 21 Arrows are used with bows to pierce your foes to death. |
high-capacity quiver of elven-wood arrows of erosion (49/49, 46-64.4 power, 14 apr) high-capacity quiver of elven-wood arrows of erosion (49/49, 46-64.4 power, 14 apr)3.0 T4 arrow ammo [Ego] Nature/Master Power 46.0 - 64.4 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 49 Ranged+ +17 nature +14 temporal While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
Stokequell the pouch of steel shots (18/18, 28-33.6 power, 3 apr) Stokequell the pouch of steel shots (18/18, 28-33.6 power, 3 apr)3.0 T2 shot ammo [Random Unique] Arcane/Psionic Power 28.0 - 33.6 Physical Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Acc+ +0.1% dam / acc Apr +3 Crit +11.5% Capacity 18 Rld cld 4 Proj.spd +200% Ranged+ +22 physical On Hit.r1 +28 fire On Hit: * Random elemental explosion * 10% chance to knock the target back While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
pouch of steel shots of accuracy (19/19, 22-26.4 power, 2 apr) pouch of steel shots of accuracy (19/19, 22-26.4 power, 2 apr)3.0 T2 shot ammo [Ego] Master Power 22.0 - 26.4 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.1% dam / acc Acc +7 Apr +2 Crit +4.5% Capacity 19 Shots are used with slings to pummel your foes to death. |
pouch of steel shots of accuracy (15/15, 23-27.6 power, 2 apr) pouch of steel shots of accuracy (15/15, 23-27.6 power, 2 apr)3.0 T2 shot ammo [Ego] Master Power 23.0 - 27.6 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.1% dam / acc Acc +7 Apr +2 Crit +4.5% Capacity 15 Shots are used with slings to pummel your foes to death. |
pouch of steel shots of daylight (22/22, 21-25.2 power, 2 apr) pouch of steel shots of daylight (22/22, 21-25.2 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 21.0 - 25.2 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 22 Ranged+ +7 light Against +9% Undead Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of steel shots of accuracy (17/17, 20.5-24.6 power, 2 apr) psychokinetic pouch of steel shots of accuracy (17/17, 20.5-24.6 power, 2 apr)3.0 T2 shot ammo [Ego] Master/Psionic Power 20.5 - 24.6 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.1% dam / acc Acc +7 Apr +2 Crit +4.5% Capacity 17 Ranged+ +15 physical On Hit: * 10% chance to knock the target back Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of steel shots of wind (18/18, 19.5-23.4 power, 2 apr) psychokinetic pouch of steel shots of wind (18/18, 19.5-23.4 power, 2 apr)3.0 T2 shot ammo [Ego] Nature/Psionic Power 19.5 - 23.4 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 18 Proj.spd +200% Ranged+ +22 physical On Hit: * 10% chance to create an air burst * 10% chance to knock the target back Shots are used with slings to pummel your foes to death. |
reinforced iron shield of lightning resistance (+16%) (4 def, 7 armour, 44 block) reinforced iron shield of lightning resistance (+16%) (4 def, 7 armour, 44 block)7.0 T1 shield armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +4 (+1 eff.) Rng.Def +4 (+1 eff.) Fatigue +6% Resists +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
acidic steel shield of mind resistance (+12%) (6 def, 2 armour, 44.5 block) acidic steel shield of mind resistance (+12%) (6 def, 2 armour, 44.5 block)7.0 T2 shield armor [Ego] Nature/Psionic While equipped: dps ---------- Melee+ 5 acid Melee Ret 17 acid ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +12% mind ---------- misc Talents +2 Block Handheld deflection devices. |
deflecting steel shield of acid resistance (+16%) (11 def, 2 armour, 42 block) deflecting steel shield of acid resistance (+16%) (11 def, 2 armour, 42 block)7.0 T2 shield armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +11 (+3 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +16% acid Proj.evade +6% ---------- misc Talents +2 Block Handheld deflection devices. |
flaming steel shield (6 def, 2 armour, 40 block) flaming steel shield (6 def, 2 armour, 40 block)7.0 T2 shield armor [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Melee Ret 12 fire ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
icy steel shield of lightning resistance (+19%) (6 def, 2 armour, 39 block) icy steel shield of lightning resistance (+19%) (6 def, 2 armour, 39 block)7.0 T2 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 6 cold Melee Ret 12 ice ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +19% lightning ---------- misc Talents +2 Block Handheld deflection devices. |
reinforced steel shield of lightning resistance (+16%) (6 def, 7 armour, 63.5 block) reinforced steel shield of lightning resistance (+16%) (6 def, 7 armour, 63.5 block)7.0 T2 shield armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +6 (+2 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +16% lightning ---------- misc Talents +2 Block Handheld deflection devices. |
steel shield of acid resistance (+16%) (6 def, 2 armour, 42.5 block) steel shield of acid resistance (+16%) (6 def, 2 armour, 42.5 block)7.0 T2 shield armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +16% acid ---------- misc Talents +2 Block Handheld deflection devices. |
steel shield of cold resistance (+17%) (6 def, 2 armour, 40 block) steel shield of cold resistance (+17%) (6 def, 2 armour, 40 block)7.0 T2 shield armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +17% cold ---------- misc Talents +2 Block Handheld deflection devices. |
icy dwarven-steel shield of lightning resistance (+17%) (8 def, 2 armour, 84.5 block) icy dwarven-steel shield of lightning resistance (+17%) (8 def, 2 armour, 84.5 block)7.0 T3 shield armor [Ego] Nature/Master While equipped: dps ---------- Melee+ 6 cold Melee Ret 12 ice ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Resists +17% lightning ---------- misc Talents +3 Block Handheld deflection devices. |
shocking dwarven-steel shield of purity (8 def, 2 armour, 72.5 block) shocking dwarven-steel shield of purity (8 def, 2 armour, 72.5 block)7.0 T3 shield armor [Ego] Nature While equipped: dps ---------- Melee+ 6 lightning Melee Ret 13 lightning ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Resists +10% nature +12% blight ---------- misc Talents +3 Block Handheld deflection devices. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of light (+16%) (0 def, 0 armour) focusing woollen robe of light (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +11% light ----- def ----- Resists +16% light ---------- misc Mana/turn +0.10 Psi/turn +0.17 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of light (+19%) (0 def, 0 armour) mindwoven woollen robe of light (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+0 eff.) Dmg.mod +13% light ----- def ----- Resists +19% light Mind.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe of corrosion (+16%) (0 def, 0 armour) shimmering woollen robe of corrosion (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Dmg.mod +11% acid +13% arcane ----- def ----- Resists +16% acid ---------- misc Max.mana +19.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of blight (+10%) (0 def, 0 armour) spellwoven woollen robe of blight (+10%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+0 eff.) Dmg.mod +10% blight ----- def ----- Resists +10% blight Spell.save +17 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of blight (+11%) (0 def, 0 armour) spellwoven woollen robe of blight (+11%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+0 eff.) Dmg.mod +11% blight ----- def ----- Resists +11% blight Spell.save +16 (+0 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of the mountain (+10%) (0 def, 0 armour) woollen robe of the mountain (+10%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xeruma the cashmere robe (2 def, 0 armour) Xeruma the cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Cun +5 Mag dps ---------- Crit.mult +15.00% Dmg.mod +10% temporal +15% mind +10% physical Res.pen +8% temporal +10% arcane +12% physical Acc +6 (+1 eff.) Melee Ret 20 physical ----- def ----- Defense +2 (+1 eff.) Resists +11% blight +2% physical +15% mind Phys.save +3 (+0 eff.) Anom.red +12 Max.HP +64.00 HP.reg +3.40 Heal.mod +13% ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe (2 def, 0 armour) mindwoven cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +3 (+0 eff.) ----- def ----- Defense +2 (+1 eff.) Mind.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Toriromileg' (3 def, 0 armour) silk robe 'Toriromileg' (3 def, 0 armour)2.0 T4 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Spell.crit +3% Mind.crit +5% Mind.pwr +5 (+0 eff.) Dmg.mod +6% blight +15% fire +18% arcane +15% mind Res.pen +15% arcane +5% blight ----- def ----- Defense +3 (+1 eff.) Resists +15% mind +22% fire Spell.save +9 (+0 eff.) Mind.save +23 (+8 eff.) ---------- misc Max.mana +87.00 Max.vim +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating rough leather armour of lightning resistance (1 def, 2 armour) rejuvenating rough leather armour of lightning resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +16% lightning HP.reg +2.40 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
spiked rough leather armour (1 def, 2 armour) spiked rough leather armour (1 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Isevena (11 def, 6 armour) Isevena (11 def, 6 armour)9.0 T2 light armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +6 Mag +5 Wil dps ---------- Phys.crit +11.0% Spell.crit +6% Mind.crit +6% Phys.pwr +14 (+1 eff.) Spell.pwr +12 (+1 eff.) Mind.pwr +10 (+1 eff.) Apr +6 ----- def ----- Armour +6 Defense +11 (+3 eff.) Fatigue +7% Resists +30% lightning +24% fire +6% temporal +1% physical Crit.dmg- 10.00% Mind.save +6 (+2 eff.) Cut- +15% Pinning- +10% ---------- misc Stam/turn +0.90 Second Wind: (Instant) Puts all charms on 35 cooldown Level 4.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 257 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
cured leather armour of lightning resistance (2 def, 4 armour) cured leather armour of lightning resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +19% lightning A suit of armour made of leather. |
cured leather armour of resilience (2 def, 4 armour) cured leather armour of resilience (2 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Max.HP +24.00 A suit of armour made of leather. |
cured leather armour of spell shielding (2 def, 4 armour) cured leather armour of spell shielding (2 def, 4 armour)9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +6% arcane Spell.save +12 (+0 eff.) A suit of armour made of leather. |
prismatic cured leather armour of clarity (2 def, 4 armour) prismatic cured leather armour of clarity (2 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +11% light +10% darkness +6% mind Mind.save +12 (+4 eff.) A suit of armour made of leather. |
rejuvenating cured leather armour (2 def, 4 armour) rejuvenating cured leather armour (2 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% HP.reg +3.00 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
rejuvenating cured leather armour of acid resistance (2 def, 4 armour) rejuvenating cured leather armour of acid resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +15% acid HP.reg +2.60 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
rejuvenating cured leather armour of cold resistance (2 def, 4 armour) rejuvenating cured leather armour of cold resistance (2 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +16% cold HP.reg +2.40 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
spiked cured leather armour (2 def, 4 armour) spiked cured leather armour (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: dps ---------- Melee Ret 10 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% A suit of armour made of leather. |
spiked cured leather armour (2 def, 4 armour) spiked cured leather armour (2 def, 4 armour)9.0 T2 light armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% A suit of armour made of leather. |
spiked cured leather armour of clarity (2 def, 4 armour) spiked cured leather armour of clarity (2 def, 4 armour)9.0 T2 light armor [Ego] Master/Psionic While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +6% mind Mind.save +10 (+3 eff.) A suit of armour made of leather. |
Yviranne the Weepbringer (14 def, 13 armour) Yviranne the Weepbringer (14 def, 13 armour)9.0 T3 light armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +6 Dex +6 Cun dps ---------- Melee+ 8 darkness Ranged+ 8 darkness Dmg.mod +9% physical Res.pen +5% nature Melee Ret 4 nature ----- def ----- Armour +13 Defense +14 (+4 eff.) Rng.Def +6 (+1 eff.) Fatigue +8% Resists +54% darkness +10% physical +16% light +15% temporal Die.at -40.00 life Heal.mod +25% Def/telep +15 Res/telep +16% Dur/telep +20% ---------- misc Light +1 Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A suit of armour made of leather. |
spiked hardened leather armour of spell shielding (3 def, 6 armour) spiked hardened leather armour of spell shielding (3 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +5% arcane Spell.save +13 (+0 eff.) A suit of armour made of leather. |
impenetrable steel mail armour of spell shielding (2 def, 14 armour) impenetrable steel mail armour of spell shielding (2 def, 14 armour)14.0 T2 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +14 Defense +2 (+1 eff.) Fatigue +14% Resists +6% arcane Spell.save +11 (+0 eff.) A suit of armour made of mail. |
prismatic steel mail armour of acid resistance (2 def, 6 armour) prismatic steel mail armour of acid resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +15% acid +10% light +12% darkness A suit of armour made of mail. |
prismatic steel mail armour of lightning resistance (2 def, 6 armour) prismatic steel mail armour of lightning resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +17% lightning +10% light +10% darkness A suit of armour made of mail. |
rejuvenating steel mail armour of acid resistance (2 def, 6 armour) rejuvenating steel mail armour of acid resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +15% acid HP.reg +2.50 ---------- misc Stam/turn +0.80 A suit of armour made of mail. |
rejuvenating steel mail armour of fire resistance (2 def, 6 armour) rejuvenating steel mail armour of fire resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +17% fire HP.reg +2.50 ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
steel mail armour of stability (2 def, 6 armour) steel mail armour of stability (2 def, 6 armour)14.0 T2 heavy armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +6% physical Phys.save +10 (+0 eff.) A suit of armour made of mail. |
dwarven-steel mail armour of fire resistance (3 def, 8 armour) dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +20% fire A suit of armour made of mail. |
prismatic dwarven-steel mail armour (3 def, 8 armour) prismatic dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Ego] Arcane While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +12% light +12% darkness A suit of armour made of mail. |
prismatic dwarven-steel mail armour of fire resistance (3 def, 8 armour) prismatic dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +19% fire +13% light +12% darkness A suit of armour made of mail. |
Manileg (4 def, 9 armour) Manileg (4 def, 9 armour)17.0 T2 massive armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Wil +5 Cun +7 Con dps ---------- Res.pen +5% mind Melee Ret 4 mind ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +29% Resists -12% light +28% fire +8% darkness +19% cold Phys.save +7 (+0 eff.) Spell.save +7 (+0 eff.) Mind.save +21 (+7 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +6.00 Max.psi +40.00 Telepathy Dragon A suit of armour made of metal plates. |
spiked steel plate armour of spell shielding (4 def, 9 armour) spiked steel plate armour of spell shielding (4 def, 9 armour)17.0 T2 massive armor [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +22% Resists +6% arcane Spell.save +11 (+0 eff.) A suit of armour made of metal plates. |
steel plate armour 'Cyrutira' (4 def, 9 armour) steel plate armour 'Cyrutira' (4 def, 9 armour)17.0 T2 massive armor [Random Unique] Nature/Master While equipped: Stats +9 Str +3 Con dps ---------- Crit.mult +15.00% Res.pen +5% arcane ----- def ----- Armour +9 Defense +4 (+1 eff.) Fatigue +22% Resists +8% acid +15% physical +13% darkness +28% cold +7% lightning +30% fire Heal.mod +10% Disarm- +24% Stun/Frz- +26% Knockbk- +28% ---------- misc Light +1 Cooldown Rush -5 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 33 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
insulating rough leather belt of resilience insulating rough leather belt of resilience1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +6% fire +6% cold Max.HP +34.00 A belt that goes around your waist. |
insulating rough leather belt of the giants insulating rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Resists +6% fire +5% cold Spell.save +6 (+0 eff.) ---------- misc Size +1 A belt that goes around your waist. |
monstrous rough leather belt monstrous rough leather belt1.0 T1 belt armor [Ego+] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +6 (+0 eff.) ----- def ----- Phys.save +6 (+0 eff.) ---------- misc Size +1 A belt that goes around your waist. |
nightruned rough leather belt of the mystic nightruned rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+0 eff.) ----- def ----- Resists +6% light +6% darkness Mind.save +5 (+2 eff.) A belt that goes around your waist. |
rough leather belt of carrying rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +24 A belt that goes around your waist. |
regal linen cloak of Iron Throne (1 def, 0 armour) regal linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +2 Str +2 Wil +2 Con ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of the Shaloren (1 def, 0 armour) resilient linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Nature While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Eldoral (1 def, 6 armour) thick linen cloak of Eldoral (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of Eldoral (1 def, 5 armour) thick linen cloak of Eldoral (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour) insulating pair of rough leather boots of uncanny dodging (3 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +2 (+0 eff.) Fatigue +1% Resists +5% fire +6% cold A pair of boots made of leather. |
pair of rough leather boots 'Ivegath' (0 def, 6 armour) pair of rough leather boots 'Ivegath' (0 def, 6 armour)2.0 T1 feet armor [Random Unique] Master/Psionic While equipped: Stats +5 Dex +2 Mag +2 Wil dps ---------- Phys.crit +2.0% Phys.pwr +4 (+0 eff.) Dmg.mod +9% mind Res.pen +5% temporal +7% physical ----- def ----- Armour +6 Fatigue +1% Phys.save +7 (+0 eff.) Spell.save +7 (+0 eff.) Mind.save +6 (+2 eff.) ---------- misc Stam/turn +0.50 Equi/ret +0.20 Max.stam +15.00 Infravis +2 See.Invis +3 A pair of boots made of leather. |
pair of iron boots (0 def, 3 armour) pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blighted rough leather gloves of dexterity (+2) (0 def, 1 armour) blighted rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 blight Dmg.mod +4% blight Acc +11 (+2 eff.) ----- def ----- Armour +1 Resists +5% blight Unarmed combat: Power 6.0 - 6.6 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit / acc Acc +6 Apr +1 Crit +5.0% Atk.spd 100% On Crit.r2 +7 blight On Hit: 20% Soul Rot 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
psychic's rough leather gloves of magic (+3) (0 def, 1 armour) psychic's rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Melee+ 6 mind Dmg.mod +4% mind +4% arcane ----- def ----- Armour +1 Resists +6% mind Unarmed combat: Power 8.5 - 9.4 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% Melee+ +5 arcane On Crit.r2 +6 mind +6 arcane On Hit: 20% Psychic Lobotomy 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm rough leather gloves (0 def, 1 armour) storm rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Resists +6% lightning Unarmed combat: Power 8.0 - 8.8 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Nightsmasher (0 def, 1 armour) Nightsmasher (0 def, 1 armour)1.5 T1 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Str +3 Dex +3 Mag +6 Wil +3 Cun +3 Con dps ---------- Melee+ 11 acid 4 fire 4 cold 5 lightning Dmg.mod +4% acid Melee Ret 4 darkness 12 temporal ----- def ----- Armour +1 Resists +6% acid +3% temporal +3% darkness +6% blight Phys.save +7 (+0 eff.) Disarm- +22% ---------- misc Cooldown Double Strike -1 Masteries +0.20 Technique/Grappling Unarmed combat: Power 11.0 - 15.4 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.1% dam / acc Acc +4 Apr +3 Crit +8.0% Atk.spd 83% Melee+ +6 ice +6 fire +7 acid +9 lightning On Hit.r1 +4 blight On Crit.r2 +5 acid +4 darkness On Hit: 10% Acid Breath 1 On Hit: 10% Disarm 1 On Hit: 10% Set Up 1 Metal gloves protecting the hands up to the middle of the lower arm. |
corrosive iron gauntlets of strength (+3) (0 def, 1 armour) corrosive iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+0 eff.) Melee+ 6 acid Dmg.mod +4% acid ----- def ----- Armour +1 Resists +6% acid Unarmed combat: Power 15.5 - 21.7 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 acid On Hit: 10% Acid Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
polar iron gauntlets of strength (+3) (0 def, 1 armour) polar iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+0 eff.) Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +1 Resists +6% cold Unarmed combat: Power 15.0 - 21.0 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 ice On Hit: 10% Ice Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
stabilizing linen wizard hat of darkness (+16%) (1 def, 0 armour) stabilizing linen wizard hat of darkness (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +1 (+1 eff.) Resists +16% darkness Phys.save +6 (+0 eff.) A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat of fire (+16%) (1 def, 0 armour) stabilizing linen wizard hat of fire (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +16% fire Phys.save +6 (+0 eff.) A pointy cloth hat, very wizardly... |
rough leather cap 'Ashpride' (0 def, 1 armour) rough leather cap 'Ashpride' (0 def, 1 armour)2.0 T1 head armor [Random Unique] Master While equipped: Stats +8 Str +4 Con dps ---------- Dmg.mod +6% fire Res.pen +10% lightning +15% fire Melee Ret 8 lightning ----- def ----- Armour +1 Fatigue +1% Resists +30% fire +6% cold Phys.save +13 (+0 eff.) Mind.save +14 (+5 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
rough leather cap of strength (+3) (0 def, 1 armour) rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
insulating iron helm of strength (+2) (0 def, 3 armour) insulating iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of constitution (+3) (0 def, 3 armour) iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of dexterity (+3) (0 def, 5 armour) miner's iron helm of dexterity (+3) (0 def, 5 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of dexterity (+3) (0 def, 5 armour) miner's iron helm of dexterity (+3) (0 def, 5 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +5 Fatigue +5% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mage's granite wardstone of darkness warding mage's granite wardstone of darkness warding1.0 T2 wardstone armor [Ego] Arcane/Psionic While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +4 (+1 eff.) Resists +10% darkness Dmg.red +2 all Spell.save +10 (+0 eff.) Proj.slow +15% ---------- misc Wards +2 darkness Talents +2 Ward Handheld warding devices |
2 agate 2 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
307 alchemist agate 307 alchemist agate0.0 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 brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Olydin the iron pickaxe (dig speed 16 turns) Olydin the iron pickaxe (dig speed 16 turns)3.0 T1 digger tool [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Str dps ---------- Dmg.mod +6% temporal +6% fire +6% mind +12% nature Res.pen +20% mind Melee Ret 8 temporal ----- def ----- Resists +6% temporal +22% nature +9% mind Mind.save +7 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
elm totem of thorny skin [power 16] (20 cooldown) elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Porumira [power 113] (6 cooldown) Porumira [power 113] (6 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +25% temporal ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+0 eff.) Resists +12% acid +9% temporal Silence- +5% Knockbk- +10% ---------- misc Talents +2 Void Blast +5 Strike Cooldown Strike -2 Creates a wall of flames lasting 4 turns (dealing 137 fire damage overall) Puts all charms on 6 cooldown 100% to regenerate 4 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By rock the Warrior Effigy Possessor level 7
75th Pyre 122nd year of Ascendancy at 03:45 see stats
By rock the Warrior Effigy Possessor level 33
77th Pyre 122nd year of Ascendancy at 03:17 see stats
By rock the Warrior Effigy Possessor level 10
75th Pyre 122nd year of Ascendancy at 03:45 see stats
By rock the Warrior Effigy Possessor level 20
76th Pyre 122nd year of Ascendancy at 08:48 see stats
By rock the Warrior Effigy Possessor level 30
77th Pyre 122nd year of Ascendancy at 00:13 see stats
By rock the Warrior Effigy Possessor level 6
75th Pyre 122nd year of Ascendancy at 03:31 see stats
By rock the Warrior Effigy Possessor level 33
77th Pyre 122nd year of Ascendancy at 08:27 see stats
By rock the Warrior Effigy Possessor level 33
77th Pyre 122nd year of Ascendancy at 00:56 see stats
By rock the Warrior Effigy Possessor level 33
77th Pyre 122nd year of Ascendancy at 08:27 see stats
By rock the Warrior Effigy Possessor level 4
74th Pyre 122nd year of Ascendancy at 12:10 see stats
By rock the Warrior Effigy Possessor level 2
74th Pyre 122nd year of Ascendancy at 11:45 see stats
Log
Rock picks up (p.): surging ash magestaff of might (15-18 power, 3 apr, fire element).
Rock picks up ( .): polar iron gauntlets of strength (+3) (0 def, 1 armour).
Rock picks up ( .): mindwoven cashmere robe (2 def, 0 armour).
Rock picks up ( .): shocking dwarven-steel shield of purity (8 def, 2 armour, 72.5 block).
Rock picks up (J.): steel longsword of daylight (13.5-18.9 power, 3 apr).
Talent Dazzling Lights is ready to use.
Talent Shockstar is ready to use.
Rock is firmly planted in reality.
Lore found: letter to Weisman (2)
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 3 turns (stop reason: learnt lore).
Rock uses Assume Form.
Rock deactivates Fiery Hands.
Rock deactivates Eternal Suffering.
Rock deactivates Horrifying Blows.
Welcome to level 34 [Rock].
Rock has 224 stat point(s), 150 class talent point(s), 78 generic talent point(s), 1 category point(s), 7 prodigies point(s) to spend. Press p to use them.
Welcome to level 35 [Rock].
Rock has 243 stat point(s), 169 class talent point(s), 88 generic talent point(s), 6 category point(s), 7 prodigies point(s) to spend. Press p to use them.
Welcome to level 36 [Rock].
Rock has 262 stat point(s), 186 class talent point(s), 99 generic talent point(s), 8 category point(s), 13 prodigies point(s) to spend. Press p to use them.
Rock wears: Islywen the hardened leather gloves (0 def, 2 armour).
Rock switches his weapons to: Bethovea
nature's vined mindstar of balance.
Rock wears (replacing nature's vined mindstar of balance (6-6.6 power, 18 apr, mind damage)): Deepssweep (9.5-10.45 power, 24 apr, mind damage).
Rock wears (replacing steel plate armour 'Cyrutira' (4 def, 9 armour)): Nerada (13 def, 15 armour).
Rock deactivates Psionic Disruption.
Rock deactivates Channel Pain.