Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Experience Controller 1.7.4
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:
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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 Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Forbidden Cults 1.7.4Official 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.
Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Ashes of Urh'Rok 1.7.4Official 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:
Resourceful Wanderers 1.7.4Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Class: Revamped Wyrmic 1.7.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other Showing Items Tier in Inventory 1.7.2This 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 Fine Tune Mindstars 1.7.4Alters the Attune Mindstars talent effect. This addon will alter Attune Mindstars to allow you to choose any basic damage type (physical, arcane, fire, cold, nature, blight, mind, temporal, light, darkness, acid, lightning) for your mindstars damage type. Mindstars that do not teach Attune Mindstar (i.e. fixedart mindstars) will not be affected. Additionally, Attune Mindstars will also affect any telekinetically-wielded mindstars. Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies 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: Embers of Rage 1.7.4Official 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:
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Spell Merchants 1.7.4
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net Playable Naloren Race 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Ogre |
Class | Wyrmic |
Level / Exp | 49 / 57% |
Size | gargantuan |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 167.47224020921 (base 60) |
Dexterity | 89 (base 60) |
Constitution | 136 (base 60) |
Magic | 88 (base 60) |
Willpower | 171.47224020921 (base 60) |
Cunning | 98 (base 60) |
Resources
Insanity | 0/100 |
Mana | 1835/1835 |
Equilibrium | 45 |
Paradox | 300 |
Life | 21108/21108 |
Psi | 961/961 |
Stamina | 1407/1407 |
Soul | 10/10 |
Healing Factor | 1.6200659539323 |
Regeneration | 244.14732947597 |
Speed
Mental | +215.73710208717% |
Attack | +215.73710208717% |
Movement | +295.53917199996% |
Spell | +215.73710208717% |
Global | +375% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 10 |
See Stealth | 86.61737962207 |
See Invisible | 86.61737962207 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 366 |
Accuracy | 113 |
Crit Chance | 143% |
APR | 177 |
Speed | 0.27 |
Offense: Spell
Spellpower | 112 |
Crit Chance | 63% |
Speed | 0.31671919245142 |
Cooldown Reduction | 123.6 |
Offense: Mind
Mindpower | 136 |
Crit Chance | 70% |
Speed | 0.31671919245142 |
Offense: Damage Bonus
Acid | +111% |
Blight | +96% |
Arcane | +109% |
Cold | +111% |
All | 0% |
Darkness | +96% |
Lightning | +114% |
Light | +122% |
Temporal | +96% |
Mind | +138% |
Physical | +151% |
Fire | +152% |
Nature | +126% |
Offense: Damage Penetration
Acid | +121% |
Blight | +121% |
Arcane | +126% |
Cold | +129% |
All | +25% |
Darkness | +146% |
Lightning | +129% |
Light | +150% |
Temporal | +121% |
Mind | +126% |
Physical | +182% |
Fire | +121% |
Nature | +156% |
Defense: Base
Armour (hardiness) | 221.66599313692 (100%) |
Defense | 122 |
Ranged Defense | 123 |
Fatigue | 0 |
Physical Save | 183 |
Spell Save | 191 |
Mental Save | 182 |
Defense: Resistances
Acid | +100%(100%) |
Blight | +100%(100%) |
Arcane | +100%(100%) |
Cold | +100%(100%) |
All | +131%(100%) |
Darkness | +100%(100%) |
Lightning | +100%(100%) |
Light | +100%(100%) |
Temporal | +100%(100%) |
Mind | +100%(100%) |
Physical | +100%(100%) |
Fire | +100%(100%) |
Nature | +100%(100%) |
Defense: Immunities
Stun Resistance | 27% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Disarm Resistance | 100% |
Poison Resistance | 12% |
Blind Resistance | 72% |
Inscriptions (6/6)
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 40% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: -3 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 134 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: -4 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 151 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: -3 Travel Speed: instantaneous Usage Speed: Spell (32% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 temporal, 3 darkness, 3 physical, 3 arcane, 3 lightning |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 295 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -1129 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1129 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
Technique / Archery - bows | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Dragon's Breath | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Scourge drake | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Munitions | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Venom Wyrm | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Storm Wyrm | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Acid Wyrm | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Sand Wyrm | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Ice Wyrm | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Meta | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Fire Wyrm | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Berserker's strength | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Prismatic Aspect | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Two-handed weapons | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Draconic Body | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Projection | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Undead drake | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Magical combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Reaving combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Draconic Combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Throwing knives | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Dual techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Sniper | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery excellence | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Marksmanship | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Ogre | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Apex Predator | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Adventure / Partner | 1.00 |
| 0/24 |
| 0/42 |
| 0/3 |
| 0/2 |
| 0/2 |
| 1/2 |
Wild-gift / Fungus | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Lethality | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Through The Crowd |
talent | Scorched Speed |
talent | Thermal Aura |
talent | Range Amplification Device |
talent | Charged Aura |
talent | Raze |
talent | Weapon Folding |
talent | Spellcraft |
talent | Lashing Tail |
talent | Precise Strikes |
talent | Adventure Friendly Fire Disabler |
talent | Elemental Harmony |
talent | Venomous Strikes |
talent | Icy Armor |
talent | Arcane Feed |
beneficial effect | Increases defense by 30. Mobile Defense |
beneficial effect | Increases physical save, spell save, and mental save by 50. Global speed increased by 15%. Through The Crowd |
beneficial effect | Has 11 throwing knives prepared: 11 KnivesRange: 7 Net Damage: 392 - 549 Accuracy: 130 (knife) APR: 181 Crit Chance: +171% Crit mult: 218% Uses Stats: 40% Wil, 70% Dex, 50% Mag, 50% Cun |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow the Naloren people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, the Naloren may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You have eliminated the threat in the caves, saving the Naloren. * The owner of the Seaforge may now be able to offer you some special services. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 2. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | enhanced elven-wood longbow of enduring enhanced elven-wood longbow of enduring4.0 Encumbrance T4 longbow 2H weapon [Ego++] Nature Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: Stats +11 Str +6 Dex +11 Mag +29 Wil +11 Cun +25 Con defense ------ Life +53.00 Longbows are used to shoot arrows at your foes. |
Quiver | Runezor (20/20, 34-48 power, 10 apr) Runezor (20/20, 34-48 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Random Unique] Nature/Psionic Weapon Damage 34.0 - 47.6 Physical Uses 40% Wil, 50% Str, 50% Mag 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 20 Projectile Speed +200% On-ranged-hit +24 fire +12 mind +15 physical On-Hit, radius 1 +8 mind On-crit, radius 2 +16 mind +11 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 382 physical damage * 20% chance to knock the target back 3 spaces and deal 434 physical damage Arrows are used with bows to pierce your foes to death. |
On hands | Goradin the voratun gauntlets (0 def, 3 armour) Goradin the voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Rare] Psionic While equipped: Stats +9 Str +5 Wil +6 Cun offense ------ Damage +15% mind When Hit 10 mind defense ------ Armor +3 Fatigue +5% Resistance +6% blight +9% mind Crit Resistance 15.00% Life Regen +8.00 other ------- Stamina/turn +1.90 Max stamina +40.00 Light +3 Unarmed combat: Weapon Damage 28.0 - 39.2 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Nightmare level 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | Polinor Polinor2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +4 Str +3 Dex +2 Con offense ------ On-Hit (Melee): * 10% chance to reduce armor by 53% defense ------ Defense +10 (+1 eff.) other ------- Stamina/turn +3.00 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | elven-silk wizard hat 'Uretogund' (3 def, 0 armour) elven-silk wizard hat 'Uretogund' (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: Stats +7 Mag +7 Wil offense ------ Spellpower +6 (+1 eff.) Damage +15% acid +20% light +12% lightning +15% fire +13% arcane +15% cold Ignore resists +5% mind +5% arcane When Hit 2 arcane 11 mind defense ------ Defense +3 (+0 eff.) Resistance +30% light +17% mind A pointy cloth hat, very wizardly... |
On feet | Blazewoe the pair of drakeskin leather boots (0 def, 14 armour) Blazewoe the pair of drakeskin leather boots (0 def, 14 armour)2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Wil +7 Cun +4 Con offense ------ Spell Crit +5% Critical power +15.00% Physical Power +5 (+0 eff.) Spellpower +6 (+1 eff.) Damage +6% lightning Ignore resists +8% lightning +8% cold defense ------ Armor +14 Physical save +21 (+2 eff.) Spell save +12 (+1 eff.) Mind save +15 (+2 eff.) other ------- Light +2 Infravision +3 A pair of boots made of leather. |
Tool | Cut Drem Arm Cut Drem Arm2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
On fingers | Shadevagrant the steel ring Shadevagrant the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Psionic While equipped: Stats +6 Wil offense ------ Ignore resists +25% darkness On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +12% acid +6% darkness +5% arcane +6% blight Spell save +18 (+2 eff.) Mind save +12 (+2 eff.) Rings make your fingers look great! |
On fingers | treant's steel ring of war treant's steel ring of war0.1 Encumbrance T2 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Str +4 Con defense ------ Resistance +7% nature +7% blight Poison Resist +12% Disease Resist +16% Talents granted by this ego do not have their typical weapon type requirements. Flurry: Effective talent level: 3.5 Power cost 18 out of 30/30. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: Lashes out with a flurry of blows, hitting your target three times with each weapon for 90% damage. Rings make your fingers look great! |
Around neck | voratun amulet 'Ulihek' voratun amulet 'Ulihek'0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con offense ------ Physical Power +10 (+1 eff.) Mindpower +10 (+2 eff.) Combat Speed +10% Damage +27% mind +10% physical defense ------ Resistance +9% fire +30% light +37% darkness Blind Resist +45% other ------- Psi when Hit +0.12 Amulets make your neck look great! |
In main hand | Thaloren-Tree Longbow Thaloren-Tree Longbow4.0 Encumbrance T5 longbow 2H weapon [Unique] Nature Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Attack Speed 118% Range +10 While equipped: Stats +10 Dex +20 Wil offense ------ Physical Crit +15.0% Mind Crit +15% Damage +30% nature +30% physical Ignore resists +20% nature +20% physical In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
Socketed Gems | Petrified Wood Petrified Wood0.0 Encumbrance T4 red gem [Unique] Nature While equipped: Stats +33 Con Resistance +13% cold +33% nature +13% darkness Crit Resistance 23.00% Item imbue powers: Stats +25 Con Resistance +10% cold +25% nature +10% darkness Crit Resistance 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Around waist | Rope Belt of the Thaloren Rope Belt of the Thaloren1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+2 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Cloak | Radiancewhisper (2 def, 0 armour) Radiancewhisper (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +6 Dex +3 Mag +3 Wil offense ------ Damage +6% light Ignore resists +29% light +15% nature Accuracy +34 (+6 eff.) defense ------ Defense +2 (+0 eff.) Resistance +17% temporal other ------- Max stamina +34.34 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+0 eff.) Ranged Defense +8 (+1 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Inventory
Primal Infusion (affinity 32%; reduction 6; dur 4; cd 18) Primal Infusion (affinity 32%; reduction 6; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 32% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 6 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the psychic (speed 1090%; cd 11) movement infusion of the psychic (speed 1090%; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1090% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: -4 Usage Speed: Spell (32% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: -4 Usage Speed: Spell (32% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 39; blocks 10; dur 4; cd 17) stormshield rune of the psychic (threshold 39; blocks 10; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: -3 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 39 up to 10 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the warrior (threshold 31; blocks 11; dur 4; cd 13) stormshield rune of the warrior (threshold 31; blocks 11; dur 4; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: -2 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 31 up to 11 times. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Bloodfire Whorl Bloodfire Whorl0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Master While equipped: Stats +3 Dex +1 Mag +1 Wil +3 Cun +3 Con offense ------ Spellpower/crit +4 Move Speed +10% When Hit 7 fire defense ------ Fatigue -4% Resistance +6% arcane Life Regen +1.00 other ------- Stamina/turn +0.40 Talents +1 Inner Flame Inner Flame: The magic in your blood and fire in your heart empowers you, increasing Fire Resistance by 1133.80%, Fire Affinity by 721.51%, and Fire Damage by 1322.77%. This bonus is based on your current life and Magic stat A mesmerizing orange gem is set into this silver necklace. The spiralling glow within seems to pulse in tune with your heartbeat. |
Saluth the gold amulet Saluth the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +9 Str +8 Dex offense ------ Physical Power +15 (+1 eff.) defense ------ Resistance +9% cold +6% mind +12% darkness Disarm Resist +20% other ------- Stamina/turn +3.00 Amulets make your neck look great! |
starlit copper amulet of mastery (0.10 Spell / Undead drake) starlit copper amulet of mastery (0.10 Spell / Undead drake)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +11% light +11% darkness Blind Resist +21% other ------- Masteries +0.10 Spell/Undead drake Amulets make your neck look great! |
starseer's steel amulet of murder starseer's steel amulet of murder0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +4% Critical power +12.00% Spellpower +4 (+1 eff.) Damage +5% darkness +5% temporal +6% light +5% physical Accuracy +6 (+1 eff.) Ignore Armor +13 Amulets make your neck look great! |
stralite amulet 'Splendourtreason' stralite amulet 'Splendourtreason'0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +9 Dex offense ------ Ignore resists +30% cold When Hit 6 light defense ------ Resistance +24% cold +9% mind +24% light Life +100.00 Life Regen +4.96 Stun Resist +25% other ------- Max hate +6.00 Amulets make your neck look great! |
voratun amulet 'Frostvengeance' voratun amulet 'Frostvengeance'0.1 Encumbrance T5 amulet jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +10 Con offense ------ Physical Power +10 (+1 eff.) Ignore resists +7% acid +7% blight When Hit 10 bleed defense ------ Resistance +10% darkness +21% fire +9% mind +41% cold Physical save +6 (+1 eff.) other ------- Hate-on-crit +4.00 Max hate +14.00 Amulets make your neck look great! |
Kindlewend Kindlewend0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: offense ------ Damage +13% light +11% fire Ignore resists +15% light defense ------ Fatigue -5% Resistance +6% lightning +22% fire +26% light other ------- Encumbrance +22 Light +3 Rings make your fingers look great! |
Wheel of Fate Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring of perseverance copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
mule's voratun ring of pilfering mule's voratun ring of pilfering0.1 Encumbrance T5 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +17 (+3 eff.) Ignore Armor +17 defense ------ Defense +16 (+2 eff.) Fatigue -8% other ------- Encumbrance +32 Disengage: Puts all charms on 6 turn cooldown Effective talent level: 3.5 Power cost 6 out of 10/10. Range 7 Cooldown: 9 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
obscure gold ring of fire (+22%) obscure gold ring of fire (+22%)0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: offense ------ Damage +11% fire On-Hit (Melee): * 10% chance to cause random gloom On-Hit (Ranged): * 8% chance to reduce all saves and defense by 60 defense ------ Resistance +22% fire Mind save +8 (+1 eff.) Rings make your fingers look great! |
psionicist's voratun ring of clarity psionicist's voratun ring of clarity0.1 Encumbrance T5 ring jewelry [Ego] Psionic While equipped: Stats +10 Wil defense ------ Mind save +35 (+4 eff.) Confus Resist +41% Rings make your fingers look great! |
rogue's stralite ring of sensing rogue's stralite ring of sensing0.1 Encumbrance T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +7 Cun defense ------ Defense +14 (+2 eff.) Blind Resist +34% other ------- Infravision +5 See Stealth +21 See Invisibility +11 Rings make your fingers look great! |
wizard's gold ring of luminosity wizard's gold ring of luminosity0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +9 Mag offense ------ On-Hit 21 light On-Ranged-Hit 20 light Damage +15% light defense ------ Spell save +10 (+1 eff.) Rings make your fingers look great! |
Crude Iron Battle Axe of Kroll (68-102 power, 7 apr) Crude Iron Battle Axe of Kroll (68-102 power, 7 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Unique] Master Weapon Damage 68.0 - 102.0 Physical Uses 40% Wil, 50% Mag, 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +2 Dex +2 Con offense ------ Damage +10% physical defense ------ Armor +6 Defense +6 (+1 eff.) Stun Resist +30% Knockbk Resist +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
Electrocutioner (47-70 power, 24 apr) Electrocutioner (47-70 power, 24 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Unique] Nature/Master Weapon Damage 47.0 - 70.5 Physical Uses 40% Wil, 70% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +7.0% Attack Speed 100% On-hit +20 lightning +14 physical +13 bleed On Hit: * 33% chance to inflict Haywire on hit. If it does, there is a 50% chance a Deep Wound is also inflicted. While equipped: offense ------ Damage +17% lightning +12% physical +12% bleed This dark metal axe humms ominously, arcs of electricity leaping from its edge. You sense a terrible energy within it. |
Tarryrab the Sepsisdream (59-88 power, 4 apr) Tarryrab the Sepsisdream (59-88 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Nature/Master Weapon Damage 59.0 - 88.5 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +24 nature +12 physical On-crit, radius 2 +91 fire While equipped: offense ------ Global Speed +7% Damage +9% nature +12% physical Ignore resists +21% physical +30% fire Accuracy +26 (+4 eff.) Ignore Armor +17 On-Hit (Melee): * 20% chance to slow global speed by 92% Massive two-handed battleaxes. |
truestriking voratun battleaxe of exorcism (58-86 power, 4 apr) truestriking voratun battleaxe of exorcism (58-86 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Ego++] Master Weapon Damage 57.5 - 86.2 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% Damage Against +28% Undead On Critical: * On a Crit, strike your target with a blast of Light dealing 255 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 64 for the duration. While equipped: offense ------ Critical power +42.00% Ignore resists +17% physical Accuracy +35 (+6 eff.) Ignore Armor +21 Massive two-handed battleaxes. |
Brightfear (20-26 power, 7 apr) Brightfear (20-26 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Nature Weapon Damage 20.0 - 26.0 Physical Uses 40% Wil, 50% Cun, 50% Mag 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +12 temporal +23 fire While equipped: Stats +12 Str +9 Dex +8 Mag +9 Wil +9 Cun +9 Con offense ------ Physical Crit +5.0% Ignore resists +25% arcane Accuracy +30 (+5 eff.) When Hit 12 arcane Sharp, short and deadly. |
Dagger of the Past (25-32 power, 20 apr) Dagger of the Past (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 40% Wil, 0% Cun, 100% Mag 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+1 eff.) Spell save +10 (+1 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 40% Wil, 50% Dex, 65% Mag 50% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 4.5 Power cost 12 out of 20/20. Range 10 Cooldown: -0 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 509.37 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 40% Wil, 55% Dex, 50% Mag 45% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+3 eff.) other ------- Masteries +0.20 Spell/Charnel Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
plaguebringer's voratun dagger of sundering (38-50 power, 16 apr) plaguebringer's voratun dagger of sundering (38-50 power, 16 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 38.5 - 50.1 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +10.0% Attack Speed 100% On-hit +14 blight On Hit: 20% Epidemic level 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 42 On Critical: * Sunder's the enemy's weapon for 5 turns. While equipped: defense ------ Disease Resist +32% Sharp, short and deadly. |
stralite dagger of banishment (28-36 power, 9 apr) stralite dagger of banishment (28-36 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Arcane Weapon Damage 27.5 - 35.8 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% Damage Against +13% Horror +14% Demon On Critical: * Strike your target with a blast of Arcane energy dealing 259 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. While equipped: offense ------ Critical power +23.00% Sharp, short and deadly. |
steel greatmaul 'Radiancestake' (41-62 power, 2 apr) steel greatmaul 'Radiancestake' (41-62 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Random Unique] Master Weapon Damage 41.0 - 61.5 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +4 light While equipped: Stats +2 Cun +3 Con offense ------ Ignore resists +10% physical Accuracy +23 (+4 eff.) Ignore Armor +9 defense ------ Defense +10 (+1 eff.) Disarm Resist +31% other ------- See Invisibility +6 Massive two-handed mauls. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 Encumbrance T3 greatsword 2H weapon [Unique] Psionic Weapon Damage 49.0 - 78.4 Physical Uses 40% Wil, 50% Mag, 129% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +9.0% Attack Speed 100% On-hit +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
caustic voratun greatsword (60-97 power, 4 apr) caustic voratun greatsword (60-97 power, 4 apr)3.0 Encumbrance T5 greatsword 2H weapon [Ego+] Nature Weapon Damage 60.5 - 96.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +14 acid +63 nature While equipped: offense ------ Ignore resists +26% acid +35% nature Ignore Armor +16 Massive two-handed swords. |
stormbringer's stralite greatsword of sundering (50-79 power, 15 apr) stormbringer's stralite greatsword of sundering (50-79 power, 15 apr)3.0 Encumbrance T4 greatsword 2H weapon [Ego++] Nature/Master Weapon Damage 49.5 - 79.2 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +15 Critical Rate +4.5% Attack Speed 100% On-crit, radius 2 +37 lightning +38 cold On Critical: * Sunders the enemy's armor for 5 turns. While equipped: offense ------ Move Speed +43% Ignore resists +21% lightning +21% cold Massive two-handed swords. |
Blackwrither Blackwrither4.0 Encumbrance T3 longbow 2H weapon [Rare] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +21 blight While equipped: Stats +5 Dex +3 Con offense ------ Ignore resists +15% darkness +15% cold defense ------ Resistance +9% acid +18% cold +23% darkness other ------- Light +3 See Invisibility +18 Longbows are used to shoot arrows at your foes. |
Obsidiankiller the elven-wood longbow Obsidiankiller the elven-wood longbow4.0 Encumbrance T4 longbow 2H weapon [Rare] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On-ranged-hit +26 temporal On-crit, radius 2 +23 darkness On Hit: * 23% chance to reduce damage dealt by 48% While equipped: offense ------ Damage +30% darkness Ignore resists +25% temporal +29% darkness +20% arcane defense ------ Resistance +6% arcane other ------- Light +3 Longbows are used to shoot arrows at your foes. |
dragonbone longbow of true flight dragonbone longbow of true flight4.0 Encumbrance T5 longbow 2H weapon [Ego+] Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: offense ------ Physical Crit +17.0% Accuracy +15 (+3 eff.) Longbows are used to shoot arrows at your foes. |
elven-wood longbow 'Turydundil' elven-wood longbow 'Turydundil'4.0 Encumbrance T4 longbow 2H weapon [Rare] Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 While equipped: offense ------ Physical Crit +8.0% Physical Power +35 (+3 eff.) Damage +12% physical Accuracy +35 (+6 eff.) When Hit 8 physical defense ------ Resistance +27% acid Crit Resistance 15.00% Pinning Resist +23% other ------- Reload +4 Stamina/turn +3.46 Max stamina +34.60 Longbows are used to shoot arrows at your foes. |
penetrating dragonbone longbow of recursion penetrating dragonbone longbow of recursion4.0 Encumbrance T5 longbow 2H weapon [Ego++] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 10% Shoot level 1 While equipped: offense ------ Ignore resists +33% physical Longbows are used to shoot arrows at your foes. |
sun-touched yew longbow of acid sun-touched yew longbow of acid4.0 Encumbrance T3 longbow 2H weapon [Ego] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +9 light +12 acid While equipped: offense ------ Damage +15% acid Longbows are used to shoot arrows at your foes. |
enhanced voratun longsword of massacre (55-77 power, 6 apr) enhanced voratun longsword of massacre (55-77 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Nature/Master Weapon Damage 55.0 - 77.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +9 Str +12 Dex +5 Mag +9 Wil +12 Cun +13 Con Sharp, long, and deadly. |
voratun longsword of torment (42-59 power, 6 apr) voratun longsword of torment (42-59 power, 6 apr)3.0 Encumbrance T5 longsword 1H weapon [Ego+] Psionic Weapon Damage 42.0 - 58.8 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, long, and deadly. |
Blazespire the voratun mace (55-77 power, 14 apr) Blazespire the voratun mace (55-77 power, 14 apr)3.0 Encumbrance T5 mace 1H weapon [Random Unique] Nature/Master Weapon Damage 55.0 - 77.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +14 Critical Rate +3.0% Attack Speed 100% On Critical: * Sunder's the enemy's weapon for 5 turns. While equipped: Stats +9 Str +9 Dex +12 Mag +12 Wil +9 Cun +11 Con offense ------ Damage +3% lightning Ignore resists +5% lightning +10% light +5% arcane When Hit 4 light defense ------ Resistance +5% arcane +9% light Blunt and deadly. |
Huriblek the Frozenstriker (44-61 power, 6 apr) Huriblek the Frozenstriker (44-61 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 43.5 - 60.9 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% Damage Against +15% Vermin +15% Spiderkin On Hit: 20% Curse of Defenselessness level 5 On Critical: * Strike your target with a blast of Fire dealing 186 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. While equipped: offense ------ Critical power +20.00% Damage +6% cold +6% temporal Accuracy +7 (+1 eff.) On-Hit (Melee): * 20% chance to reduce armor by 53% defense ------ Defense +11 (+1 eff.) Resistance +6% cold Disarm Resist +45% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Blunt and deadly. |
warbringer's voratun mace of amnesia (46-64 power, 6 apr) warbringer's voratun mace of amnesia (46-64 power, 6 apr)3.0 Encumbrance T5 mace 1H weapon [Ego++] Master/Psionic Weapon Damage 46.0 - 64.4 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 8 turns (checks Confusion immunity) While equipped: Stats +3 Con offense ------ Physical Power +6 (+1 eff.) Ignore resists +10% physical defense ------ Disarm Resist +12% Blunt and deadly. |
Bloomsoul (8-9 power, 13 apr, nature damage) Bloomsoul (8-9 power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+1 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 2.5 Power cost 24 out of 40/40. Range melee/personal Cooldown: 45 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 93 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Charged Focus (10-11 power, 24 apr, lightning damage) Charged Focus (10-11 power, 24 apr, lightning damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 10.0 - 11.0 Lightning Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +6% Mindpower +12 (+2 eff.) Damage +15% lightning Ignore resists +9% lightning defense ------ Resistance +15% lightning Mind save +9 (+1 eff.) other ------- Max psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
gifted living mindstar of balance (16-17 power, 40 apr, nature damage) gifted living mindstar of balance (16-17 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego] Nature Weapon Damage 15.5 - 17.1 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +19 (+3 eff.) defense ------ Physical save +10 (+1 eff.) Spell save +10 (+1 eff.) Mind save +10 (+1 eff.) other ------- EQ when Hit +2.30 Talents +1 Attune Mindstar 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. |
living mindstar 'Cyrirelaith' (16-18 power, 40 apr, mind damage) living mindstar 'Cyrirelaith' (16-18 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 16.5 - 18.2 Mind Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +12.0% Attack Speed 100% On Hit: * 16% chance to slow global speed by 92% * 17% chance to reduce armor by 53% While equipped: Stats +6 Cun +3 Wil offense ------ Mind Crit +5% Critical power +16.00% Mindpower +10 (+2 eff.) Damage +20% mind +25% darkness Ignore resists +13% mind +15% darkness When Hit 6 acid defense ------ Resistance +6% acid Spell save +6 (+1 eff.) other ------- Vim-on-crit +2.00 Max hate +6.00 Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 turn 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. |
living mindstar of sand (16-18 power, 40 apr, mind damage) living mindstar of sand (16-18 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego+] Nature Weapon Damage 16.0 - 17.6 Mind Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) On-Hit 16 physical Damage +18% physical Ignore resists +20% physical defense ------ Resistance +18% physical other ------- Talents +1 Attune Mindstar 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. |
projecting vined primalstar of balance (4-5 power, 18 apr, lightning damage) projecting vined primalstar of balance (4-5 power, 18 apr, lightning damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 4.5 - 5.0 Lightning Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +9% lightning +7% fire +9% cold defense ------ Physical save +2 (+0 eff.) Spell save +3 (+1 eff.) Mind save +3 (+1 eff.) other ------- EQ when Hit +0.50 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection 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. |
wyrm's living mindstar of sand (16-18 power, 40 apr, nature damage) wyrm's living mindstar of sand (16-18 power, 40 apr, nature damage)3.0 Encumbrance T5 mindstar 1H weapon [Ego++] Nature Weapon Damage 16.5 - 18.2 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) On-Hit 5 lightning 16 physical 7 fire 9 acid 9 cold Damage +14% physical Ignore resists +12% physical defense ------ Resistance +6% lightning +14% physical +4% cold +9% fire +5% acid other ------- Talents +1 Attune Mindstar 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. |
drakeskin leather sling 'Frigidbrand' drakeskin leather sling 'Frigidbrand'4.0 Encumbrance T5 sling 1H weapon [Random Unique] Arcane/Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 On Hit: 10% Arcane Vortex level 5 While equipped: Stats +5 Str +6 Mag offense ------ Physical Power +12 (+1 eff.) Spellpower +12 (+2 eff.) Damage +18% cold +13% arcane +3% mind Ignore resists +8% all Accuracy +14 (+2 eff.) Ignore Armor +8 When Hit 4 mind On-Hit (Ranged): * 20% chance to reduce all saves and defense by 60 defense ------ Resistance +6% cold Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling of piercing hardened leather sling of piercing4.0 Encumbrance T3 sling 1H weapon [Ego+] Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: offense ------ Ignore resists +8% all Accuracy +10 (+2 eff.) Ignore Armor +5 Slings are used to hurl stones or metal shots at your foes. |
Camedorig the Thunderreek (25-30 power, 5 apr, acid element) Camedorig the Thunderreek (25-30 power, 5 apr, acid element)5.0 Encumbrance T4 staff 2H weapon [Rare] Nature Weapon Damage 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Wil +7 Con offense ------ Spell Crit +4% Spellpower +21 (+4 eff.) Damage +25% acid +15% lightning When Hit 8 mind defense ------ Armor +18 Resistance +18% light Unlife -99.28 life Life Regen +5.60 Healmod +26% Stun Resist +25% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Eclipse (18-22 power, 4 apr, physical element) Eclipse (18-22 power, 4 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 160% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+2 eff.) Damage +15% light +15% physical +15% darkness +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Emokira the Flareshear (30-36 power, 6 apr, fire element) Emokira the Flareshear (30-36 power, 6 apr, fire element)5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Damage +48% fire Ignore resists +19% temporal defense ------ Armor +22 Defense +8 (+1 eff.) Resistance +30% acid +6% arcane +25% nature Life +124.10 other ------- Wards +2 fire Talents +4 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Penitence (15-18 power, 4 apr, nature element) Penitence (15-18 power, 4 apr, nature element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+3 eff.) defense ------ Resistance +30% blight +30% nature Affinity +20% nature Spell save +15 (+2 eff.) other ------- Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 6 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Plague-Fire Sceptre (24-29 power, 4 apr, physical element) Plague-Fire Sceptre (24-29 power, 4 apr, physical element)5.0 Encumbrance T3 staff 1H weapon [Unique] Arcane Weapon Damage 24.0 - 28.8 Fire Uses 175% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +27 (+5 eff.) Damage +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 9 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
Woelady the dragonbone magestaff (30-36 power, 6 apr, cold element) Woelady the dragonbone magestaff (30-36 power, 6 apr, cold element)5.0 Encumbrance T5 staff 2H weapon [Rare] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+3 eff.) Spellpower/crit +12 Damage +30% cold +6% nature +30% mind Ignore resists +10% lightning +30% arcane +19% mind When Hit 6 mind 12 darkness defense ------ Resistance +9% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone vilestaff of wizardry (30-36 power, 6 apr, acid element) magewarrior's short dragonbone vilestaff of wizardry (30-36 power, 6 apr, acid element)5.0 Encumbrance T5 staff 1H weapon [Ego++] Arcane/Master Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +6 Mag +3 Wil offense ------ Physical Crit +10.0% Spell Crit +9% Physical Power +14 (+1 eff.) Spellpower +34 (+6 eff.) Damage +30% acid Accuracy +13 (+2 eff.) other ------- Max mana +106.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
sundering voratun steamgun sundering voratun steamgun4.0 Encumbrance T5 steamgun 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +25 Attack Speed 100% Range +10 Projectile Speed +600% On Critical: * Sunder's the enemy's weapon for 5 turns. Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
swashbuckler's voratun steamsaw of cold resistance (+23%) (39-58 power, 0 apr) swashbuckler's voratun steamsaw of cold resistance (+23%) (39-58 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Weapon Damage 39.0 - 58.5 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +104 Uses 1.0 Steam While equipped: Stats +6 Str +7 Dex offense ------ Accuracy +14 (+2 eff.) defense ------ Armor +6 Defense +10 (+1 eff.) Fatigue +12% Resistance +23% cold other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Drakor the Coalwrither (27-43 power, 10 apr) Drakor the Coalwrither (27-43 power, 10 apr)3.0 Encumbrance T3 trident 2H weapon [Rare] Disrupt Weapon Damage 27.0 - 43.2 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% Damage Against +23% Unnatural While equipped: Stats +5 Str +9 Wil offense ------ Damage +12% darkness defense ------ Resistance +6% darkness +4% physical Spell save +18 (+2 eff.) Teleport Resist +20% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
River's Fury (23-32 power, 8 apr) =trident= River's Fury (23-32 power, 8 apr) =trident=3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+2 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+2 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 2.5 Power cost 48 out of 80/80. Range melee/personal Cooldown: -2 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 5, doing 92.56 cold damage and 110.28 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
enhanced deep-steel trident of disruption (28-46 power, 10 apr) enhanced deep-steel trident of disruption (28-46 power, 10 apr)3.0 Encumbrance T3 trident 2H weapon [Ego++] Nature/Disrupt Weapon Damage 28.5 - 45.6 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% Damage Against +17% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: Stats +9 Str +9 Dex +9 Mag +12 Wil +5 Cun +9 Con A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
enhanced deep-steel trident of massacre (40-65 power, 10 apr) enhanced deep-steel trident of massacre (40-65 power, 10 apr)3.0 Encumbrance T3 trident 2H weapon [Ego+] Nature/Master Weapon Damage 40.5 - 64.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +12 Str +13 Dex +12 Mag +12 Wil +12 Cun +13 Con A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
stormbringer's orite trident (42-68 power, 13 apr) stormbringer's orite trident (42-68 power, 13 apr)3.0 Encumbrance T4 trident 2H weapon [Ego+] Nature Weapon Damage 42.5 - 68.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +13 Critical Rate +3.5% Attack Speed 100% On-crit, radius 2 +47 lightning +40 cold While equipped: offense ------ Move Speed +52% Ignore resists +30% lightning +24% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's orite trident of exorcism (42-66 power, 13 apr) warbringer's orite trident of exorcism (42-66 power, 13 apr)3.0 Encumbrance T4 trident 2H weapon [Ego++] Master Weapon Damage 41.5 - 66.4 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +13 Critical Rate +3.5% Attack Speed 100% Damage Against +13% Undead On Critical: * On a Crit, strike your target with a blast of Light dealing 255 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 64 for the duration. While equipped: Stats +9 Con offense ------ Critical power +33.00% Physical Power +19 (+2 eff.) Ignore resists +19% physical defense ------ Disarm Resist +32% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Cleansefiend the voratun waraxe (40-56 power, 6 apr) Cleansefiend the voratun waraxe (40-56 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane Weapon Damage 40.0 - 56.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +9 temporal On-Hit, radius 1 +9 mind On Hit: * 25% chance to afflict the target with Frostburn, causing 339 Cold damage over 5 turns. While equipped: Stats +4 Mag offense ------ Critical power +10.00% Mindpower +13 (+2 eff.) Damage +9% arcane +13% cold Ignore resists +9% mind One-handed war axes. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)3.0 Encumbrance T1 waraxe 1H weapon [Unique] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +12.0% Attack Speed 100% Lifesteal +10% Damage Conversion 25% blight While equipped: offense ------ Damage +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
quick voratun waraxe of massacre (53-74 power, 6 apr) quick voratun waraxe of massacre (53-74 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Master Weapon Damage 53.0 - 74.2 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +6 Dex offense ------ Combat Speed +10% Accuracy +25 (+4 eff.) One-handed war axes. |
stormbringer's voratun waraxe of sundering (39-55 power, 16 apr) stormbringer's voratun waraxe of sundering (39-55 power, 16 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego++] Nature/Master Weapon Damage 39.0 - 54.6 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +7.0% Attack Speed 100% On-crit, radius 2 +15 lightning +42 cold On Critical: * Sunder's the enemy's weapon for 5 turns. While equipped: offense ------ Move Speed +50% Ignore resists +20% lightning +21% cold One-handed war axes. |
truestriking voratun waraxe (40-56 power, 6 apr) truestriking voratun waraxe (40-56 power, 6 apr)3.0 Encumbrance T5 waraxe 1H weapon [Ego+] Master Weapon Damage 40.0 - 56.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Ignore resists +14% physical Accuracy +25 (+4 eff.) Ignore Armor +15 One-handed war axes. |
Dimstrider the beasthide leather whip (30-33 power, 3 apr) Dimstrider the beasthide leather whip (30-33 power, 3 apr)3.0 Encumbrance T4 whip 1H weapon [Rare] Master Weapon Damage 30.0 - 33.0 Physical Uses 40% Wil, 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +9.0% Attack Speed 125% While equipped: Stats +7 Str +5 Con offense ------ Accuracy +13 (+2 eff.) Ignore Armor +8 On-Hit (Melee): * 25% chance to reduce damage dealt by 48% defense ------ Armor +20 Defense +13 (+2 eff.) Resistance +6% physical Disarm Resist +44% Sharp, long and deadly. |
Duskhash (28-31 power, 3 apr) Duskhash (28-31 power, 3 apr)3.0 Encumbrance T4 whip 1H weapon [Rare] Arcane Weapon Damage 28.5 - 31.4 Physical Uses 40% Wil, 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +9.0% Attack Speed 125% On-hit +13 temporal While equipped: offense ------ Ignore resists +15% fire +29% darkness +15% mind On-Hit (Melee): * 23% chance to reduce damage dealt by 48% * 20% chance to reduce all saves and defense by 60 defense ------ Resistance +23% darkness +16% temporal Mind save +21 (+2 eff.) Blind Resist +23% Confus Resist +23% Pinning Resist +23% Sharp, long and deadly. |
cured leather whip 'Biletide' (17-19 power, 1 apr) cured leather whip 'Biletide' (17-19 power, 1 apr)3.0 Encumbrance T2 whip 1H weapon [Rare] Nature Weapon Damage 17.0 - 18.7 Physical Uses 40% Wil, 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +6.0% Attack Speed 125% On-hit +9 nature While equipped: Stats +7 Wil offense ------ Critical power +20.00% Ignore resists +10% nature +20% mind defense ------ Resistance +20% nature other ------- Psi when Hit +0.08 Sharp, long and deadly. |
drakeskin leather whip of venom (40-45 power, 4 apr) drakeskin leather whip of venom (40-45 power, 4 apr)3.0 Encumbrance T5 whip 1H weapon [Ego+] Master Weapon Damage 40.5 - 44.6 Physical Uses 40% Wil, 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +11.0% Attack Speed 125% On Critical: * The target is poisoned and sick, doing nature damage per turn. Each time it tries to use a talent there is 20% chance of failure. Damage is based on Cunning. Sharp, long and deadly. |
flaming beasthide leather whip of crippling (30-34 power, 3 apr) flaming beasthide leather whip of crippling (30-34 power, 3 apr)3.0 Encumbrance T4 whip 1H weapon [Ego+] Arcane/Master Weapon Damage 30.5 - 33.6 Physical Uses 40% Wil, 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +9.0% Attack Speed 125% On-Hit, radius 1 +13 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Sharp, long and deadly. |
serrated braided leather whip of enduring (21-23 power, 2 apr) serrated braided leather whip of enduring (21-23 power, 2 apr)3.0 Encumbrance T3 whip 1H weapon [Ego+] Nature/Master Weapon Damage 21.0 - 23.1 Physical Uses 40% Wil, 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +7.0% Attack Speed 125% On Hit: * 25% chance to afflict the target with Bleed, causing 478 Physical damage over 5 turns. While equipped: Stats +9 Con +8 Wil offense ------ Physical Power +5 (+0 eff.) Damage +10% physical defense ------ Life +30.00 Sharp, long and deadly. |
Glowbraid the rough leather belt Glowbraid the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Mindpower +3 (+1 eff.) Damage +12% temporal Ignore resists +5% acid When Hit 4 light defense ------ Resistance +3% light Physical save +6 (+1 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A belt that goes around your waist. |
insulating drakeskin leather belt of magery insulating drakeskin leather belt of magery1.0 Encumbrance T5 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +8 Wil offense ------ Spell Crit +4% defense ------ Resistance +11% fire +7% cold A belt that goes around your waist. |
noble's drakeskin leather belt of magery noble's drakeskin leather belt of magery1.0 Encumbrance T5 belt armor [Ego++] Arcane/Master While equipped: Stats +7 Mag +12 Wil +6 Cun offense ------ Spell Crit +5% Against +28% Summoned defense ------ Resist Against +23% Summoned A belt that goes around your waist. |
ravager's hardened leather belt of the arbiter ravager's hardened leather belt of the arbiter1.0 Encumbrance T3 belt armor [Ego+] Master While equipped: offense ------ Physical Power +8 (+1 eff.) Damage +17% physical Ignore resists +14% physical defense ------ Mind save +10 (+1 eff.) A belt that goes around your waist. |
reinforced drakeskin leather belt reinforced drakeskin leather belt1.0 Encumbrance T5 belt armor [Ego+] Master While equipped: defense ------ Armor +15 Defense +11 (+1 eff.) Physical save +17 (+2 eff.) A belt that goes around your waist. |
ruinous dawn's drakeskin leather belt of recklessness ruinous dawn's drakeskin leather belt of recklessness1.0 Encumbrance T5 belt armor [Ego++] Arcane/Master While equipped: offense ------ Physical Crit +5.0% Critical power +9.00% Physical Power +4 (+0 eff.) Damage +9% fire Ignore resists +11% fire defense ------ Resistance +7% light A belt that goes around your waist. |
ruinous dawn's hardened leather belt of magery ruinous dawn's hardened leather belt of magery1.0 Encumbrance T3 belt armor [Ego++] Arcane While equipped: Stats +6 Mag +6 Wil offense ------ Spell Crit +5% Damage +10% light Ignore resists +14% physical defense ------ Resistance +8% physical A belt that goes around your waist. |
spiritwalker's rough leather belt spiritwalker's rough leather belt1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag other ------- Mana/turn +0.14 Max mana +21.00 A belt that goes around your waist. |
Mayumima the linen cloak (6 def, 0 armour) Mayumima the linen cloak (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +3 Str +2 Mag +2 Wil offense ------ Mind Crit +1% Physical Power +5 (+0 eff.) defense ------ Defense +6 (+1 eff.) Resistance +6% blight Spell save +6 (+1 eff.) other ------- Max mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal elven-silk cloak of the maelstrom (3 def, 0 armour) regal elven-silk cloak of the maelstrom (3 def, 0 armour)2.0 Encumbrance T5 cloak armor [Ego+] Arcane/Psionic While equipped: Stats +4 Wil offense ------ Spell Crit +6% Damage +10% lightning +10% fire +10% arcane Ignore resists +10% lightning +10% fire +10% arcane When Hit 6 lightning 6 fire 6 arcane defense ------ Defense +3 (+0 eff.) Mind save +13 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+1 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+1 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+1 eff.) Send out a range 5 beam of kinetic energy, dealing 210.80 to 263.51 physical damage (based on Willpower and Cunning) with knockback. Uses 6 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+1 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+2 eff.) Mind save +15 (+2 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+2 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+1 eff.) Resistance +30% nature +11% all Physical save +10 (+1 eff.) Spell save +10 (+1 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+3 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
dreamer's elven-silk robe of Angolwen (0 def, 0 armour) dreamer's elven-silk robe of Angolwen (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil offense ------ Spellpower +12 (+2 eff.) Spellpower/crit +4 defense ------ Resistance +15% darkness +15% mind +15% all Physical save +13 (+1 eff.) Spell save +17 (+2 eff.) Mind save +37 (+4 eff.) Silence Resist +37% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
empyreal Robe of the Worm of darkness (+18%) (0 def, 0 armour) empyreal Robe of the Worm of darkness (+18%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +2 Dex offense ------ Spell Crit +6% Spellpower +6 (+1 eff.) Damage +8% lightning +5% light +12% darkness defense ------ Resistance +18% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing elven-silk robe of Linaniil (0 def, 0 armour) focusing elven-silk robe of Linaniil (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +8 Mag +7 Wil offense ------ Spell Crit +14% Spellpower +28 (+5 eff.) defense ------ Resistance +15% all other ------- Mana/turn +0.70 Psi/turn +0.32 Max mana +100.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's elven-silk robe (0 def, 0 armour) tormentor's elven-silk robe (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego+] Psionic While equipped: Stats +5 Cun offense ------ Critical power +15.00% defense ------ Resistance +15% all other ------- Hate-on-crit +3.00 Psi-on-crit +4.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Falakan the Shinestoker (16 def, 5 armour) Falakan the Shinestoker (16 def, 5 armour)2.0 Encumbrance T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +6 Dex +5 Wil +2 Cun +4 Con offense ------ Mind Crit +1% Mindpower +7 (+1 eff.) Damage +15% light +6% mind Ignore resists +25% light +9% physical Accuracy +10 (+2 eff.) defense ------ Armor +5 Defense +16 (+2 eff.) Physical save +15 (+1 eff.) Knockback Kick: Puts all charms on 18 turn cooldown Effective talent level: 3.5 Power cost 18 out of 30/30. Range melee/personal Cooldown: 27 Travel.spd instantaneous Description: You kick your foe back, booting it for 100% weapon damage, knocking it back 4 tiles, and stunning it for 3 turns, as well as knocking aside all foes in its path. A pair of boots made of leather. |
The Warped Boots (2 def, 4 armour) The Warped Boots (2 def, 4 armour)3.0 Encumbrance T5 feet armor [Unique] Unknown While equipped: offense ------ Physical Power +10 (+1 eff.) Spellpower +10 (+2 eff.) defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +8% Resistance +10% blight Spell save +10 (+1 eff.) Life +80.00 Life Regen -0.20 Spit Blight: Effective talent level: 4.5 Power cost 6 out of 50/50. Range 10 Cooldown: 5 Travel.spd instantaneous Is: a nature gift Description: Spit blight at your target doing 375.98 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
dreamer's pair of iron boots of rushing (0 def, 3 armour) dreamer's pair of iron boots of rushing (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego++] Master/Psionic While equipped: Stats +2 Str +3 Wil +3 Cun +2 Con defense ------ Armor +3 Fatigue +2% Physical save +5 (+0 eff.) Spell save +6 (+1 eff.) Mind save +5 (+1 eff.) Rush: Puts all charms on 15 turn cooldown Effective talent level: 6.3 Power cost 15 out of 25/25. Range 10 Cooldown: 14 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of drakeskin leather boots of void walking (0 def, 5 armour) pair of drakeskin leather boots of void walking (0 def, 5 armour)2.0 Encumbrance T5 feet armor [Ego+] Arcane While equipped: offense ------ Ignore resists +10% darkness +14% temporal defense ------ Armor +5 Resistance +14% darkness +24% temporal Out-of-Phase Defense +21 Out-of-Phase Resistance +16% Out-of-Phase Resilience +18% A pair of boots made of leather. |
pair of voratun boots 'Blazeguile' (0 def, 5 armour) pair of voratun boots 'Blazeguile' (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Con +5 Wil offense ------ Spellpower +9 (+2 eff.) Mindpower +9 (+1 eff.) Ignore resists +15% acid +8% physical +10% light On-Hit (Melee): * 10% chance to reduce armor by 53% defense ------ Armor +5 Fatigue +4% Resistance +12% light Pinning Resist +17% Stun Resist +29% Knockbk Resist +25% Blindside: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 25/25. Range 6 Cooldown: 8 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 51 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 6.0 - 6.6 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit level 3 Flamespit: Effective talent level: 4.5 Power cost 5 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 470.97 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Pitchwreath (0 def, 3 armour) Pitchwreath (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 20 darkness Damage +23% darkness Ignore resists +25% fire When Hit 6 acid On-Hit (Melee): * 25% chance to reduce armor by 53% * 25% chance to reduce damage dealt by 48% defense ------ Armor +3 Fatigue +5% Resistance +24% nature +13% darkness +6% arcane Physical save +18 (+2 eff.) Spell save +21 (+2 eff.) Unarmed combat: Weapon Damage 30.5 - 42.7 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 20% Moonlight Ray level 5 On Hit: * 15% chance to reduce damage dealt by 48% Metal gloves protecting the hands up to the middle of the lower arm. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)1.5 Encumbrance T4 hands armor [Unique] Psionic While equipped: offense ------ On-Hit 15 darkness 15 cold Damage +20% darkness +20% cold defense ------ Armor +5 Unlife -100.00 life Healmod -10% other ------- Max hate +20.00 Unarmed combat: Weapon Damage 26.0 - 36.4 Physical Uses 50% Mag, 40% Cun, 80% Wil 40% Str, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Dominate level 3 On Hit: 5% Slash level 3 Instill Fear: Effective talent level: 4.5 Power cost 12 out of 30/30. Range 10 Cooldown: 7 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 134.47 mind and 110.74 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 50% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 59. Terrified: Deals 34.51 mind and 28.42 darkness damage per turn and increases cooldowns by 87%. Haunted: Causes the target to suffer 52.27 mind and 43.05 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Wyrmbreath (0 def, 4 armour) Wyrmbreath (0 def, 4 armour)1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Unarmed combat: Weapon Damage 18.0 - 19.8 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 50% fire On Hit: 10% Bellowing Roar level 3 On Hit: 10% Fire Breath level 2 Fire Breath: Effective talent level: 3.5 Power cost 15 out of 24/24. Range melee/personal Cooldown: 18 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 1145.95 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
brawler's drakeskin leather gloves (0 def, 3 armour) brawler's drakeskin leather gloves (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Master While equipped: Stats +3 Str +4 Dex +3 Cun defense ------ Armor +3 Physical save +9 (+1 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 26.5 - 29.2 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +5 Critical Rate +11.0% Attack Speed 100% On Hit: 10% Set Up level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
drakeskin leather gloves 'Breguyamas' (0 def, 3 armour) drakeskin leather gloves 'Breguyamas' (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Rare] Nature While equipped: Stats +7 Str +3 Wil offense ------ On-Hit 8 blight 8 physical Damage +7% blight +7% physical Accuracy +15 (+3 eff.) defense ------ Armor +3 Resistance +15% acid +15% physical Physical save +10 (+1 eff.) Unlife -80.00 life Unarmed combat: Weapon Damage 27.0 - 29.7 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +14 Ignore Armor +5 Critical Rate +5.0% Attack Speed 100% Damage Conversion 10% blight 10% physical Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic drakeskin leather gloves of war-making (0 def, 8 armour) heroic drakeskin leather gloves of war-making (0 def, 8 armour)1.0 Encumbrance T4 hands armor [Ego++] Master While equipped: offense ------ Physical Crit +13.0% Spell Crit +11% Mind Crit +7% Critical power +14.00% defense ------ Armor +8 Mind save +10 (+1 eff.) Life +66.00 Unarmed combat: Weapon Damage 38.0 - 41.8 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +10 Ignore Armor +5 Critical Rate +15.0% Attack Speed 100% On Hit: 10% Battle Shout level 5 On Crit: 20% Cripple level 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stone warden's voratun gauntlets of spellstriking (0 def, 21 armour) stone warden's voratun gauntlets of spellstriking (0 def, 21 armour)1.5 Encumbrance T4 hands armor [Ego++] Arcane While equipped: Stats +5 Mag +6 Wil +12 Con offense ------ Spellpower +9 (+2 eff.) On-Hit 11 arcane Damage +6% arcane defense ------ Armor +21 Hardiness +7% Fatigue +5% Resistance +6% arcane +8% physical Unarmed combat: Weapon Damage 28.0 - 39.2 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On-hit +11 arcane On Hit: 5% Stone Touch level 5 On Hit: 10% Manathrust level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of sorrow (0 def, 3 armour) voratun gauntlets of sorrow (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Psionic While equipped: offense ------ Mindpower +6 (+1 eff.) On-Hit 27 mind 25 darkness On-Hit (Melee): * 21% chance to reduce all saves and defense by 60 defense ------ Armor +3 Fatigue +5% Mind save -9 (-1 eff.) Unarmed combat: Weapon Damage 28.5 - 39.9 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Reproach level 5 Ruined Earth: Puts all charms on 12 turn cooldown Effective talent level: 4.5 Power cost 12 out of 20/20. Range 9 Cooldown: 27 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 9 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 2.5 Power cost 9 out of 30/30. Range 10 Cooldown: 2 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 301.66 to 904.99 lightning damage (603.32 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Naloren Cap (0 def, 0 armour) Naloren Cap (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Master While equipped: other ------- Breathe water This cap looks quite plain, but is imbued with a water-breathing enchantment. |
Netheric Diadem (0 def, 0 armour) Netheric Diadem (0 def, 0 armour)3.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +3 Wil +3 Mag offense ------ Spell Crit +2% Damage +5% blight +7% arcane defense ------ Resistance +10% mind Category Bonus +0.20 Demented Affinity +9% darkness +8% temporal Mind save +13 (+2 eff.) Confus Resist +25% other ------- Talents +1 Nether Resonance Nether Resonance: increases Light resist by 44% (half Magic stat) and Nature resist by 86% (half of Willpower stat). A symbol of rulership from a lost reality, long ago consumed by the Void. |
Sleetreign the voratun helm (7 def, 16 armour) Sleetreign the voratun helm (7 def, 16 armour)3.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +12 Str offense ------ Damage +9% cold defense ------ Armor +16 Defense +7 (+1 eff.) Fatigue +5% Resistance +12% acid +9% light +6% cold +6% lightning +4% all Physical save +10 (+1 eff.) other ------- Infravision +3 Skullcracker: Puts all charms on 12 turn cooldown Effective talent level: 4.5 Power cost 12 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2872.1 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Un'fezan's Cap (1 def, 0 armour) Un'fezan's Cap (1 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil offense ------ Spellpower +8 (+2 eff.) Mindpower +8 (+1 eff.) defense ------ Defense +1 (+0 eff.) Resistance +10% temporal +10% physical Anomaly Control +5 other ------- Masteries +0.20 Chronomancy/Timetravel Wormhole: Effective talent level: 2.5 Power cost 9 out of 15/15. Range 10 Cooldown: -2 Travel.spd instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 3 accuracy). The wormholes will last 7 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
Urtheharahir (3 def, 0 armour) Urtheharahir (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +7 Wil offense ------ Spellpower +18 (+3 eff.) Spellpower/crit +6 defense ------ Defense +3 (+0 eff.) Resistance +3% blight other ------- Mana/turn +2.30 Mana when Hit +2.00 Mana-on-crit +2.00 Vim-on-crit +2.00 Max mana +80.00 Max vim +30.00 Talents +1 Bastion Bastion: Passive - Increases Physical, Mind, and Spell Saves by 21.78 per each enemy you can see in a radius of 2. The increase is based on the average of your Dexterity, Magic, and Willpower stats. Manaflow: Puts all charms on 24 turn cooldown Effective talent level: 2.5 Power cost 24 out of 40/40. Range melee/personal Cooldown: -5 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 23 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
fearwoven cashmere wizard hat of arcana (2 def, 0 armour) fearwoven cashmere wizard hat of arcana (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +6 Mag +5 Wil offense ------ Mind Crit +3% Spellpower +5 (+1 eff.) Mindpower +7 (+1 eff.) Damage +12% darkness +10% physical defense ------ Defense +2 (+0 eff.) Resistance +11% darkness +11% physical other ------- Max hate +8.00 A pointy cloth hat, very wizardly... |
insulating drakeskin leather cap of sanctity (0 def, 5 armour) insulating drakeskin leather cap of sanctity (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego+] Arcane/Master While equipped: defense ------ Armor +5 Fatigue +5% Resistance +12% blight +10% cold +7% darkness +7% fire Spell save +10 (+1 eff.) Mind save +7 (+1 eff.) Circle of Sanctity: (Instant) Puts all charms on 18 turn cooldown Effective talent level: 3.5 Power cost 18 out of 30/30. Range melee/personal Cooldown: -4 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 72 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
stabilizing drakeskin leather cap of constitution (+10) (0 def, 5 armour) stabilizing drakeskin leather cap of constitution (+10) (0 def, 5 armour)2.0 Encumbrance T5 head armor [Ego] Master While equipped: Stats +10 Con defense ------ Armor +5 Fatigue +5% Physical save +25 (+2 eff.) A cap made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+0 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)14.0 Encumbrance T5 heavy armor [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con defense ------ Armor +18 Defense +10 (+1 eff.) Fatigue +16% Resistance +20% acid +20% blight +20% fire +20% nature +20% lightning Life +120.00 Devouring Flame: Effective talent level: 4.5 Power cost 30 out of 80/80. Range 10 Cooldown: 18 Travel.spd instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 225.42 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
ceremonial voratun mail armour of fire resistance (5 def, 10 armour) ceremonial voratun mail armour of fire resistance (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Ego+] Arcane/Master While equipped: Stats +8 Dex +6 Mag defense ------ Armor +10 Defense +5 (+0 eff.) Fatigue +12% Resistance +28% fire Spell save +24 (+3 eff.) A suit of armour made of mail. |
defiant voratun mail armour of command (19 def, 20 armour) defiant voratun mail armour of command (19 def, 20 armour)14.0 Encumbrance T5 heavy armor [Ego++] Psionic While equipped: Stats +9 Wil +6 Cun +7 Con defense ------ Armor +20 Defense +19 (+2 eff.) Fatigue +12% Mind save +43 (+5 eff.) A suit of armour made of mail. |
voratun mail armour 'Voidsteel' (5 def, 10 armour) voratun mail armour 'Voidsteel' (5 def, 10 armour)14.0 Encumbrance T5 heavy armor [Random Unique] Master/Psionic While equipped: Stats +5 Str +5 Wil +12 Con offense ------ Mindpower +20 (+3 eff.) When Hit 6 darkness defense ------ Armor +10 Defense +5 (+0 eff.) Fatigue +12% Resistance +27% cold Mind save +14 (+2 eff.) Life +61.00 other ------- Max hate +10.00 A suit of armour made of mail. |
voratun mail armour of implacability (5 def, 19 armour) voratun mail armour of implacability (5 def, 19 armour)14.0 Encumbrance T5 heavy armor [Ego+] Master While equipped: defense ------ Armor +19 Defense +5 (+0 eff.) Fatigue +3% Physical save +10 (+1 eff.) A suit of armour made of mail. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con defense ------ Armor +6 Defense +8 (+1 eff.) Ranged Defense +4 (+0 eff.) Fatigue +8% Resistance +20% nature +25% arcane Spell save +18 (+2 eff.) Life Regen +1.00 Healmod +20% Stun Resist +25% other ------- Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+0 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 3.5 Power cost 12 out of 30/30. Range 10 Cooldown: -3 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 6 turns. The bone will also deal 406.83 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
battle-worn drakeskin leather armour of delving (20 def, 8 armour) battle-worn drakeskin leather armour of delving (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego++] Master While equipped: Stats +19 Str +9 Dex defense ------ Armor +8 Defense +20 (+3 eff.) Fatigue +8% Resistance +17% darkness +13% physical Physical save +19 (+2 eff.) other ------- Light +2 Track: Puts all charms on 18 turn cooldown Effective talent level: 3.5 Power cost 18 out of 30/30. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Sense foes around you in a radius of 28 for 6 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
ceremonial drakeskin leather armour of Devir (20 def, 8 armour) ceremonial drakeskin leather armour of Devir (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego++] Arcane/Master While equipped: Stats +6 Dex +9 Mag offense ------ Mind Crit +6% Critical power +13.00% Mindpower +9 (+1 eff.) defense ------ Armor +8 Defense +20 (+3 eff.) Fatigue +8% Spell save +25 (+3 eff.) A suit of armour made of leather. |
prismatic cured leather armour of thunder (6 def, 4 armour) prismatic cured leather armour of thunder (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Arcane While equipped: Stats +3 Str +4 Mag +3 Wil offense ------ Physical Crit +4.0% Spell Crit +4% Mind Crit +5% Physical Power +10 (+1 eff.) Spellpower +12 (+2 eff.) Mindpower +12 (+2 eff.) defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +7% Resistance +12% lightning +12% light +11% darkness A suit of armour made of leather. |
prismatic drakeskin leather armour of Traekus (20 def, 8 armour) prismatic drakeskin leather armour of Traekus (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego+] Arcane/Master While equipped: offense ------ Physical Crit +2.0% Mind Crit +2% Critical power +14.00% Physical Power +4 (+0 eff.) Mindpower +4 (+1 eff.) defense ------ Armor +8 Defense +20 (+3 eff.) Fatigue +8% Resistance +15% light +17% darkness A suit of armour made of leather. |
volcanic drakeskin leather armour of the deep (20 def, 24 armour) volcanic drakeskin leather armour of the deep (20 def, 24 armour)9.0 Encumbrance T5 light armor [Ego++] Nature While equipped: offense ------ On-Hit 7 fire On-Ranged-Hit 7 fire defense ------ Armor +24 Defense +20 (+3 eff.) Fatigue +8% Resistance +15% acid +9% cold +27% fire +20% physical other ------- Breathe water A suit of armour made of leather. |
voratun plate armour 'Hurarodil' (0 def, 34 armour) voratun plate armour 'Hurarodil' (0 def, 34 armour)17.0 Encumbrance T5 massive armor [Random Unique] Arcane/Master While equipped: Stats +6 Str +2 Mag +7 Con offense ------ Mind Crit +3% Mindpower +15 (+2 eff.) On-Hit 23 arcane 22 physical When Hit 14 arcane 16 physical defense ------ Armor +34 Fatigue +22% Resistance +30% arcane +27% physical Mind save +6 (+1 eff.) Life +100.00 other ------- Max psi +57.66 A suit of armour made of metal plates. |
Black Mesh (8 def, 2 armour, 120 block) Black Mesh (8 def, 2 armour, 120 block)7.0 Encumbrance T3 shield armor [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil offense ------ On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it defense ------ Armor +2 Defense +8 (+1 eff.) Ranged Defense +8 (+1 eff.) Fatigue +6% Resistance +25% blight +25% darkness other ------- Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Sanguine Shield (0 def, 15 armour, 220 block) Sanguine Shield (0 def, 15 armour, 220 block)7.0 Encumbrance T4 shield armor [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +10 Con offense ------ When Hit 15 draining blight defense ------ Armor +15 Fatigue +19% Resistance +25% blight +10% light Life Regen +5.00 other ------- Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
impervious voratun shield of the stars (0 def, 19 armour, 251 block) impervious voratun shield of the stars (0 def, 19 armour, 251 block)7.0 Encumbrance T5 shield armor [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +11 Mag +6 Cun +6 Con offense ------ Damage +14% light +12% darkness defense ------ Armor +19 Fatigue +8% Resistance +20% light +17% darkness Physical save +13 (+1 eff.) other ------- Talents +1 Block Handheld deflection devices. |
arcing quiver of ash arrows of crippling (15/15, 20-29 power, 7 apr) arcing quiver of ash arrows of crippling (15/15, 20-29 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Ego+] Arcane/Master Weapon Damage 20.5 - 28.7 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +12.5% Capacity 15 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 162 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
barbed quiver of dragonbone arrows (21/22, 65-91 power, 18 apr) barbed quiver of dragonbone arrows (21/22, 65-91 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Ego+] Master Weapon Damage 65.0 - 91.0 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +20.0% Capacity 22 On Critical: * Wound the target dealing 535 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
deadly quiver of dragonbone arrows of vileness (23/23, 74-104 power, 18 apr) deadly quiver of dragonbone arrows of vileness (23/23, 74-104 power, 18 apr)3.0 Encumbrance T5 arrow ammo [Ego] Arcane/Master Weapon Damage 74.0 - 103.6 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +3.0% Capacity 23 On-ranged-hit +24 blight On Hit: * 35% chance to reduce strength, dexterity, and constitution by 42 Arrows are used with bows to pierce your foes to death. |
plaguebringer's quiver of elven-wood arrows of torment (19/19, 42-59 power, 14 apr) plaguebringer's quiver of elven-wood arrows of torment (19/19, 42-59 power, 14 apr)3.0 Encumbrance T4 arrow ammo [Ego++] Arcane/Psionic Weapon Damage 42.0 - 58.8 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +2.5% Capacity 19 On-ranged-hit +29 blight On Hit: 20% Epidemic level 4 On Hit: * 26% chance to reduce strength, dexterity, and constitution by 42 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows 'Shiverblast' (20/20, 48-68 power, 10 apr) quiver of yew arrows 'Shiverblast' (20/20, 48-68 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Rare] Master Weapon Damage 48.5 - 67.9 Physical Uses 40% Wil, 50% Str, 50% Mag 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +19.0% Capacity 20 On-ranged-hit +23 mind +23 cold On-Hit, radius 1 +23 fire +23 mind +23 cold On-crit, radius 2 +23 mind +23 cold On Critical: * Wound the target dealing 535 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
sentry's quiver of dragonbone arrows of crippling (44/44, 63-88 power, 29 apr) sentry's quiver of dragonbone arrows of crippling (44/44, 63-88 power, 29 apr)3.0 Encumbrance T5 arrow ammo [Ego++] Arcane/Master Weapon Damage 63.0 - 88.2 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +29 Critical Rate +14.0% Capacity 44 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
4 agate 4 agate0.0 Encumbrance 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. |
360 alchemist agate 360 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 Encumbrance 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. |
sapphire sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Physical save +4 (+0 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+0 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
bloodhexed dwarven-steel pickaxe (dig speed 25 turns) bloodhexed dwarven-steel pickaxe (dig speed 25 turns)3.0 Encumbrance T3 digger tool [Ego+] Arcane While equipped: Stats +10 Str +6 Wil offense ------ Physical Crit +11.0% Mind Crit +7% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe 'Aeryseth' (dig speed 13 turns) voratun pickaxe 'Aeryseth' (dig speed 13 turns)3.0 Encumbrance T5 digger tool [Random Unique] Nature/Master While equipped: Stats +6 Str offense ------ Damage +8% nature +6% temporal defense ------ Fatigue -9% Resistance +3% temporal +1% physical +5% arcane +13% nature Life +36.00 Disease Resist +20% Silence Resist +20% Knockbk Resist +20% other ------- Max stamina +29.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Forbidden Tome: "Of Knowledge And Horrors" Forbidden Tome: "Of Knowledge And Horrors"2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
emerald emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Astrion's Eye Astrion's Eye1.0 Encumbrance T2 lite [Unique] Nature While equipped: Stats +2 Con offense ------ On-Hit 12 frost burn On-Ranged-Hit 12 frost burn Against +7% Elemental defense ------ Resistance +11% blight +6% fire Affinity +6% cold Life +43.00 Life Regen +3.00 other ------- Light +3 A glowing blue crystal said to have been once been part of a powerful ice elemental. |
Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(195 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+0 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Sigil of the Enclave Sigil of the Enclave2.0 Encumbrance T2 misc tool [Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +4 Mag other ------- Talents +1 Ravager +1 Operative +1 Citadel Masteries +0.22 Technique/Archery prowess +0.22 Cunning/Lethality +0.22 Technique/Two-handed assault +0.22 Technique/Combat training Two talent increases on this item are guaranteed to be ones you know, the other two are random. The provided combination of talents on this item are passives that increase various stats based on the number of enemies around you in a radius of 2. A token carried by agents of the Enclave, a clandestine organization whose members master various disciplines not normally mixed togther. Whoever uesd to hold this sigil clearly didn't make the cut. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
fire opal fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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. |
Falirolach the Morbusstriker (16/16, 48-58 power, 3 apr) Falirolach the Morbusstriker (16/16, 48-58 power, 3 apr)3.0 Encumbrance T3 shot ammo [Random Unique] Master Weapon Damage 48.0 - 57.6 Physical Uses 40% Wil, 50% Cun, 50% Mag 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +12.0% Capacity 16 On-ranged-hit +4 nature On-Hit, radius 1 +8 nature On Hit: * 20 arcane resource burn * 10% chance to slow global speed by 92% On Critical: * The target is poisoned and sick, doing nature damage per turn. All damage it does is reduced by 20%. Damage is based on Cunning. Shots are used with slings to pummel your foes to death. |
acidic pouch of voratun shots of wind (21/21, 53-64 power, 6 apr) acidic pouch of voratun shots of wind (21/21, 53-64 power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego] Arcane/Nature Weapon Damage 53.0 - 63.6 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 21 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 382 physical damage On Critical: * Splash the target with acid dealing 271 damage over 5 turns and reducing armor and accuracy by 34 Shots are used with slings to pummel your foes to death. |
barbed pouch of voratun shots of venom (19/20, 63-76 power, 6 apr) barbed pouch of voratun shots of venom (19/20, 63-76 power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego++] Master Weapon Damage 63.0 - 75.6 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +16.0% Capacity 20 On Critical: * The target is poisoned and sick, doing nature damage per turn. Each time it tries to use a talent there is 20% chance of failure. Damage is based on Cunning. Shots are used with slings to pummel your foes to death. |
twilight pouch of voratun shots of venom (21/21, 52-62 power, 6 apr) twilight pouch of voratun shots of venom (21/21, 52-62 power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego++] Arcane/Master Weapon Damage 51.5 - 61.8 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 21 On Hit: * Create an explosion dealing 211 damage, split between light and darkness. On Critical: * The target is poisoned, taking nature damage per turn and decreasing all heals received by 20%. Damage is based on Cunning. Shots are used with slings to pummel your foes to death. |
evasive stralite torque of psionic shield [power 87] (15 cooldown) evasive stralite torque of psionic shield [power 87] (15 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 87 for 5 turns Puts all charms on 15 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
extending voratun torque of mindblast [power 410] (9 cooldown) extending voratun torque of mindblast [power 410] (9 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Blast the opponent's mind dealing 976 mind damage and silencing them for 4 turns Puts all charms on 9 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
stralite torque of gale force [power 340] (9 cooldown) stralite torque of gale force [power 340] (9 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 855 physical damage Puts all charms on 9 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Lustrewyrd [power 398] (9 cooldown) Lustrewyrd [power 398] (9 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ Ignore resists +25% arcane +25% light defense ------ Resistance +6% darkness +6% light other ------- Light +4 Heal yourself and all friendly characters within 10 spaces for 398 Puts all charms on 9 turn cooldown 100% to reduce 3 talent cooldowns by 2. 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Zuboldagama [power 386] (9 cooldown) Zuboldagama [power 386] (9 cooldown)2.0 Encumbrance T5 totem charm [Random Unique] Nature While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 92% defense ------ Resistance +6% lightning +12% cold +5% arcane +6% acid Heal yourself and all friendly characters within 10 spaces for 386 Puts all charms on 9 turn cooldown 100% to reduce fatigue by 53% for 2 turns. 100% to increase all damage penetration by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
extending elven-wood totem of stinging [power 434] (9 cooldown) extending elven-wood totem of stinging [power 434] (9 cooldown)2.0 Encumbrance T4 totem charm [Ego+] Nature Sting an enemy dealing 981 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 turn cooldown 100% to increase the duration of 3 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
focusing yew totem of healing [power 314] (9 cooldown) focusing yew totem of healing [power 314] (9 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 314 Puts all charms on 9 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
soothing yew totem of thorny skin [power 40] (12 cooldown) soothing yew totem of thorny skin [power 40] (12 cooldown)2.0 Encumbrance T3 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50% Puts all charms on 12 turn cooldown 100% to heal for 76. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Skin of Many (12 def, 6 armour) Skin of Many (12 def, 6 armour)9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +6 Defense +12 (+1 eff.) Fatigue +7% Life +40.00 other ------- Infravision +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Achievements
By Itei the Ogre Wyrmic level 49
19th Regrowth 123rd year of Ascendancy at 11:41 see stats
By Itei the Ogre Wyrmic level 10
14th Dusk 122nd year of Ascendancy at 19:46 see stats
By Itei the Ogre Wyrmic level 14
36th Dusk 122nd year of Ascendancy at 23:50 see stats
By Itei the Ogre Wyrmic level 44
9th Allure 123rd year of Ascendancy at 08:01 see stats
By Itei the Ogre Wyrmic level 43
52nd Haze 122nd year of Ascendancy at 11:08 see stats
By Itei the Ogre Wyrmic level 10
14th Dusk 122nd year of Ascendancy at 19:46 see stats
By Itei the Ogre Wyrmic level 49
19th Regrowth 123rd year of Ascendancy at 11:35 see stats
By Itei the Ogre Wyrmic level 40
79th Dusk 122nd year of Ascendancy at 11:04 see stats
By Itei the Ogre Wyrmic level 10
14th Dusk 122nd year of Ascendancy at 19:45 see stats
By Itei the Ogre Wyrmic level 20
59th Dusk 122nd year of Ascendancy at 20:40 see stats
By Itei the Ogre Wyrmic level 30
74th Dusk 122nd year of Ascendancy at 17:54 see stats
By Itei the Ogre Wyrmic level 40
79th Dusk 122nd year of Ascendancy at 10:12 see stats
By Itei the Ogre Wyrmic level 27
74th Dusk 122nd year of Ascendancy at 15:32 see stats
By Itei the Ogre Wyrmic level 44
2nd Allure 123rd year of Ascendancy at 12:16 see stats
By Itei the Ogre Wyrmic level 36
75th Dusk 122nd year of Ascendancy at 07:24 see stats
By Itei the Ogre Wyrmic level 17
59th Dusk 122nd year of Ascendancy at 10:13 see stats
By Itei the Ogre Wyrmic level 11
36th Dusk 122nd year of Ascendancy at 11:12 see stats
By Itei the Ogre Wyrmic level 49
19th Regrowth 123rd year of Ascendancy at 11:41 see stats
By Itei the Ogre Wyrmic level 25
74th Dusk 122nd year of Ascendancy at 14:49 see stats
By Itei the Ogre Wyrmic level 17
51st Dusk 122nd year of Ascendancy at 10:59 see stats
By Itei the Ogre Wyrmic level 47
18th Regrowth 123rd year of Ascendancy at 18:58 see stats
By Itei the Ogre Wyrmic level 4
75th Pyre 122nd year of Ascendancy at 08:10 see stats
By Itei the Ogre Wyrmic level 2
74th Pyre 122nd year of Ascendancy at 14:17 see stats
Log
There is a Last Hope (Town) here (press '' or right click to use).
There is a Last Hope (Town) here (press '' or right click to use).
Saving done.
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 45 turns (stop reason: at exit).
There is a Last Hope (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Today is the 27th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 17:30.
Ran for 4 turns (stop reason: didn't move).
Today is the 29th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 13:58.
Ran for 3 turns (stop reason: hostile spotted to the east (ziguranth patrol)).