











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 49 / 45% |
Size | big |
Lifes / Deaths | Killed by orc corruptor at level 14 on the 31st Profit 122nd year of Ascendancy at 15:13 0 / 8Killed by thief at level 17 on the 25th Wealth 122nd year of Ascendancy at 12:46 Killed by wretchling at level 22 on the 27th Dearth 122nd year of Ascendancy at 17:03 Killed by Urkis, the High Tempest at level 23 on the 6th Loss 122nd year of Ascendancy at 07:56 Killed by orc necromancer at level 34 on the 6th Voratun 123rd year of Ascendancy at 09:29 Killed by Glerin the orc berserker at level 34 on the 23rd Voratun 123rd year of Ascendancy at 19:17 Killed by Vorerin the orc fighter at level 35 on the 26th Voratun 123rd year of Ascendancy at 08:39 Killed by Xhuoralf the Invader at level 49 on the 13rd Voratun 124th year of Ascendancy at 11:04 |
Antimagic | Follower |
Primary Stats
Strength | 149.5 (base 60) |
Dexterity | 46 (base 37) |
Constitution | 97.5 (base 60) |
Magic | 18 (base 14) |
Willpower | 84.5 (base 28) |
Cunning | 49 (base 26) |
Resources
Life | -1001/2095 |
Stamina | 266/363 |
Equilibrium | 20 |
Healing Factor | 1.9306542056076 |
Regeneration | 36.137110788808 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 77.294708266768 |
See Invisible | 76.294708266768 |
Offense: Mainhand
Damage | 212 |
Accuracy | 61 |
Crit Chance | 38% |
APR | 21 |
Speed | 1.11 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 6.6666666666667 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 51 |
Crit Chance | 23% |
Speed | 1 |
Offense: Damage Bonus
Acid | +18% |
Nature | +14% |
Blight | +16% |
Physical | +31% |
Fire | +16% |
All | +6% |
Offense: Damage Penetration
Arcane | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 72.883637001441 (93.924050632911%) |
Defense | 60 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 74 |
Spell Save | 74 |
Mental Save | 65 |
Defense: Resistances
Acid | + 47%( 70%) |
Blight | + 49%( 70%) |
Arcane | + 31%( 70%) |
Mind | + 23%( 70%) |
All | + 15%( 70%) |
Darkness | + 23%( 70%) |
Temporal | + 43%( 70%) |
Lightning | + 39%( 70%) |
Physical | + 38%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 40% |
Knockback Resistance | 100% |
Confusion Resistance | 37% |
Stun Resistance | 56% |
Pinning Resistance | 68% |
Poison Resistance | 70% |
Blind Resistance | 70% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 21 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, physical or mental effect and increase affinity for all damage by 19% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 27 for 13 turns. While Heroism is active, you will only die when reaching -1008 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 762 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 964% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Superiority | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 2/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 2/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Shield Wall |
talent | Elemental Harmony |
talent | Precise Strikes |
talent | Shattering Impact |
detrimental effect | The target is poisoned and sick, doing 64.72 nature damage per turn. All damage it does is reduced by 24%. Numbing Poison |
beneficial effect | Increases your three highest stats by 24 and keeps you from dying even if your life drops to -906. Heroism |
beneficial effect | Each melee blow landed has a 47% chance to trigger an additional melee blow (up to once per turn for each weapon). Greater Weapon Focus |
detrimental effect | The target has been splashed with acid, taking 2.01 acid damage per turn, reducing armour by 7 and attack by 6. Acid Splash |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | Increases life regen by 11.00. Elemental Harmony |
beneficial effect | The target is recovering 57 life each turn. Recovery |
beneficial effect | You gain 28% resistance against acid. Resolve |
detrimental effect | Zone-wide effect: The flames of the Fearscape increase all fire and blight damage by 10%, but the weird gravity reduces knockback resistance by 20%. Fearscape Zone |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved spell save by +4. | done |
You failed to protect the lost sun paladin from death by bee swarm. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the repented thief from death by Layedata the brown bear. Escort: repented thief (level 3 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Eilinylrath the degenerated skeleton warrior. Escort: worried loremaster (level 2 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Constitution by +2. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 610. | 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. You have been shown a secret entrance to his stronghold. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth has completed an elixir of avoidance without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +2 Wil dps ---------- Spell.crit +3% Melee Ret 12 lightning ----- def ----- Armour +5 Defense +22 (+5 eff.) Fatigue +4% Resists +3% physical Phys.save +12 (+3 eff.) Spell.save +11 (+3 eff.) Mind.save +13 (+3 eff.) ---------- misc Stam/turn +1.20 Mana/s.crit +2.00 Max.stam +33.00 Evasion: (Instant) Puts all charms on 27 cooldown Level 2.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T5 lite [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Spell.pwr +2 (+0 eff.) Res.pen +20% arcane Melee Ret 8 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Mind.save +11 (+2 eff.) Max.HP +74.00 Blind- +45% Confus- +27% ---------- misc Max.vim +10.00 Light +8 See.Stealth +32 See.Invis +31 Track: Puts all charms on 36 cooldown Level 5.0 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 40 for 8 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T3 head armor [Unique] Master While equipped: Stats +10 Wil +3 Con dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 54 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
On hands | ![]() 1.5 T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Mindhook: Level 4.0 Pwr.cost 15 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Tool | ![]() 2.0 T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun dps ---------- Acc +12 (+3 eff.) Apr +12 ----- def ----- Defense +12 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) ---------- misc See.Stealth +12 See.Invis +12 Track: Level 2.0 Pwr.cost 17 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +0.15 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | ![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +10 (+2 eff.) Dmg.mod +12% acid Apr +3 ----- def ----- Armour +4 Resists +24% acid +2% physical +5% arcane ---------- misc Stam/turn +0.80 Rings can have magical properties. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +4% ----- def ----- Resists +15% lightning +22% temporal Spell.save +30 (+7 eff.) Die.at -80.00 life Blind- +25% Poison- +20% Pinning- +68% Knockbk- +38% Amulets can have magical properties. |
In main hand | ![]() 3.0 T5 mace 1H weapon [Random Unique] Nature/Disrupt/Master Power 45.0 - 63.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Melee+ +10 nature +14 temporal Against +6% Unnatural On Hit: * disrupts spell-casting While equipped: Stats +4 Str dps ---------- Phys.pwr +6 (+1 eff.) Dmg.mod +9% physical Acc +7 (+2 eff.) On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +6 (+1 eff.) Rng.Def +6 (+2 eff.) ---------- misc Stam/ret +1.40 Blunt and deadly. This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 T5 belt armor [Ego] Nature While equipped: ----- def ----- Resists +14% lightning +11% temporal HP.reg +1.90 Heal.mod +24% A belt that goes around your waist. |
In off hand | ![]() 7.0 T5 shield armor [Unique] Nature/Disrupt When used to Attack: Power 52.0 - 62.4 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +240 Dmg.conv 30% nature 10% manaburn arcane While equipped: dps ---------- Melee Ret 15 nature ----- def ----- Armour +12 Defense +18 (+4 eff.) Rng.Def +12 (+3 eff.) Fatigue +22% Resists +40% blight +15% nature +15% arcane Spell.save +24 (+6 eff.) Poison- +50% Disease- +75% ---------- misc Talents +5 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 4 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 22 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
Cloak | ![]() 2.0 T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun dps ---------- Phys.crit +4.0% Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +4% all Melee Ret 30 mind ----- def ----- Defense +14 (+3 eff.) Resists +10% darkness +10% mind Mind.save +10 (+2 eff.) Stealth +12 ---------- misc Hate/kill +5.00 Masteries +0.20 Cursed/Gloom +0.20 Cursed/Darkness Creeping Darkness: Level 4.8 Pwr.cost 17 out of 18/18. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 27.53 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +15% damage to anything that has entered your creeping dark. Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Main armor | ![]() 17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+2 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+4 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
![]() 0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 664% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1653% for 10 turns and instantly restoring 82 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1701% for 10 turns and instantly restoring 85 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 129.52 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 742 damage for 6 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 390.25 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +11% nature +11% blight Poison- +22% Disease- +23% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% light +10% darkness Blind- +21% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Heal.mod +12% Cut- +50% Stun/Frz- +22% Heal: Puts all charms on 32 cooldown Level 1.0 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 216 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +7 Str +3 Mag dps ---------- Spell.crit +2% Dmg.mod +12% blight Res.pen +20% nature +25% arcane Phasing +30% ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/s.crit +4.00 Max.vim +50.00 Amulets can have magical properties. |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +13% lightning Stun/Frz- +26% ---------- misc Masteries +0.24 Wild-gift/Antimagic Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +8 Str +5 Mag +2 Wil dps ---------- Mind.crit +5% Spell.pwr +6 (+1 eff.) Res.pen +15% mind ----- def ----- Spell.save +6 (+2 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +12% cold Melee Ret 10 cold ----- def ----- Resists +25% cold Ice.pen +20% Stun/Frz- +30% ---------- misc Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +9 (+1 eff.) Spell.spd +15% ----- def ----- Silence- +100% ---------- misc Max.mana +50.00 Max.vim +50.00 See.Invis +20 No force can hope to silence the wearer of this amulet. |
![]() 0.1 T5 amulet jewelry [Ego] Nature/Master While equipped: Stats +8 Cun ----- def ----- Fatigue -7% HP.reg +2.40 Amulets can have magical properties. |
![]() 0.1 T5 amulet jewelry [Normal] Amulets can have magical properties. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +6% blight Poison- +10% Disease- +10% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% blight ----- def ----- Resists +10% blight Spell.save +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +12% lightning +21% fire Res.pen +15% lightning Melee Ret 12 fire ----- def ----- Resists +21% lightning Spell.save +8 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+3 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.4 Pwr.cost 36 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 33 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 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? This item has been sent to the Item's Vault. |
![]() 0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +11 (+2 eff.) Confus- +23% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Res.pen +5% arcane Melee Ret 20 arcane ----- def ----- Resists +15% mind +5% arcane Phys.save +8 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +23.00 Disarm- +23% Pinning- +22% Knockbk- +24% Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% temporal ----- def ----- Resists +12% temporal Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Spell.save +6 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Wil +5 Mag dps ---------- Spell.pwr +8 (+1 eff.) ----- def ----- Max.HP +28.00 Disarm- +26% Pinning- +26% Knockbk- +26% Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +6 (+1 eff.) Resists +24% lightning Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% nature Phys.save +10 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +5 Str ----- def ----- Armour +10 HP.reg +1.30 Stun/Frz- +26% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Dmg.mod +10% darkness +10% cold ----- def ----- Resists +10% darkness +10% cold Spell.save +8 (+2 eff.) Poison- +25% Cut- +25% ---------- misc Max.souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 T4 ring jewelry [Ego] Master While equipped: Stats +5 Cun ----- def ----- Defense +10 (+2 eff.) HP.reg +2.40 Stun/Frz- +24% Rings can have magical properties. |
![]() 0.1 T4 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Phys.save +8 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +20% cold ----- def ----- Armour +8 Resists +18% acid +49% cold +6% darkness Cut- +15% ---------- misc See.Invis +12 Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+1 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+3 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up mana into a powerful bolt doing 43.12 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 0.1 T5 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +20% nature Acc +6 (+2 eff.) ----- def ----- Resists +40% nature Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +16% nature ----- def ----- Resists +32% nature Rings can have magical properties. |
![]() 0.1 T5 ring jewelry [Ego] Arcane/Master While equipped: Stats +7 Str dps ---------- Dmg.mod +14% darkness ----- def ----- Armour +14 Resists +28% darkness Rings can have magical properties. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +8 temporal While equipped: Stats +1 Wil dps ---------- Phys.crit +6.0% Spell.crit +5% Spell.pwr +23 (+3 eff.) S.pwr/crit +4 Melee+ 34 arcane Dmg.mod +30% blight ----- def ----- Fatigue -2% Resists +10% darkness +9% temporal Anom.red +14 Def/telep +18 Res/telep +17% Dur/telep +10% ---------- misc Max.mana +77.00 Infravis +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Unique] Unknown Power 30.0 - 36.0 Physical Uses 150% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.crit +15% Spell.pwr +40 (+6 eff.) Dmg.mod +40% temporal Res.pen +30% temporal ----- def ----- Anom.red +25 Teleport- +100% ---------- misc Cooldown Attenuate -1 Stop -2 Time Shield -3 Time Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Wil +7 Mag dps ---------- Spell.crit +19% Spell.pwr +27 (+4 eff.) Dmg.mod +30% cold ----- def ----- Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +6% light +6% blight Disarm- +10% Stun/Frz- +5% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +72.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Wil +5 Mag dps ---------- Spell.crit +5% Spell.pwr +17 (+2 eff.) Dmg.mod +3% nature +30% cold Res.pen +10% nature +15% mind Melee Ret 12 mind ----- def ----- Armour +12 Hardiness +8% Phys.save +6 (+1 eff.) ---------- misc Mana/turn +0.19 Max.mana +113.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +15.00% Spell.pwr +21 (+3 eff.) Melee+ 28 fire Dmg.mod +30% fire Res.pen +15% fire ---------- misc See.Invis +13 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 staff 1H weapon Reqs Mag 35 [Unique] Arcane A part of set. Mastery Staff Mastery Acc+ +2.5% procs dam / acc Atk.spd 100% While equipped: Stats +4 Mag dps ---------- Spell.crit +8% Crit.mult +20.00% Dmg.mod +20% acid +20% cold ----- def ----- Mind.save +8 (+2 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 20.0 - 30.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +10% lightning +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 3.0 T3 battleaxe 2H weapon [Unique] Master Power 52.0 - 78.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- Phys.save +9 (+2 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 32 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 198.13 fire damage, and flames will be left dealing a further 46.36 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. |
![]() 3.0 T5 battleaxe 2H weapon [Unique] Nature/Disrupt Power 72.0 - 108.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +8.0% Atk.spd 100% Melee+ +50 acid +50 nature slow On Crit: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: ---------- misc Cooldown Ice Claw -1 Mana Clash -2 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() 5.0 T1 greatmaul 2H weapon [Rare] Master Power 24.0 - 36.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Res.pen +25% darkness On Hit (Melee): * 10 arcane resource burn ----- def ----- Spell.save +3 (+1 eff.) Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Psionic Power 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 lightning +16 cold +10 darkness Against +12% Living On Hit.r1 +4 darkness On Crit.r2 +8 mind On Hit: * 25% chance for lightning to arc to a second target While equipped: ----- def ----- Resists +6% mind Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Unique] Arcane Power 32.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +8.0% Atk.spd 100% While equipped: No gem Imbue the hammer with a gem of your choice. Uses 9 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 53.5 - 80.2 Fire Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +24 fire On Hit: * 40% chance to blind While equipped: ----- def ----- Resists +15% light Massive two-handed mauls. |
![]() 5.0 T4 greatmaul 2H weapon [Unique] Arcane/Master/Psionic Power 56.0 - 84.0 Physical Uses 70% Wil, 70% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Atk.spd 100% Melee+ +17 mind +7 cold On Hit: * 20% chance to cause random gloom * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +2 Wil +2 Cun +4 Con dps ---------- Mind.crit +5% Mind.pwr +15 (+5 eff.) Dmg.mod +10% mind +10% physical ----- def ----- Mind.save +30 (+7 eff.) ---------- misc Psi/turn +0.10 Talents +3 Hammer Toss +3 Dream Smith's Hammer Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
![]() 3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed assault +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. |
![]() 3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 114% Str, 20% Con Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 5 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con ---------- misc Cooldown Sun Ray -1 Absorption Strike -1 Flash of the Blade -1 Masteries +0.20 Celestial/Sun +0.10 Celestial/Radiance +0.20 Celestial/Crusader Increases the damage of Sun Beam by 15%. Attack everything in a line out to range 4, dealing 100% weapon damage (as light), and healing for 50% of the damage dealt. Uses 27 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 T5 greatsword 2H weapon [Rare] Nature Power 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +84 insidious poison While equipped: Stats +4 Dex +4 Mag +3 Con dps ---------- Crit.mult +9.00% On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +6% acid Massive two-handed swords. |
![]() 3.0 T4 trident 2H weapon [Unique] Nature Power 80.0 - 112.0 Physical Uses 140% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+3 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+5 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 3.0 Pwr.cost 54 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 36.19. If this is used on a friendly target the cooldown is halved. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +10.0% Atk.spd 100% Melee+ +12 acid On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +15% acid Res.pen +10% physical ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 27 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 30% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 13 acid damage in a 4 radius ball. This damage will increase by 7% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() 3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 10% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-9 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +10 Crit +8.0% Atk.spd 100% Dmg.conv 20% temporal On Hit: * inflicts bonus temporal damage and slows target While equipped: dps ---------- Dmg.mod +10% physical +12% temporal Rethread: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Rethread the timeline, dealing 27.43 temporal damage to the target before moving on to a second target. Rethread can hit up to 3 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() 3.0 T4 longsword 1H weapon [Unique] Master Power 46.0 - 64.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +10.0% Phys.spd +10% ----- def ----- Atk.evade +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane Power 47.0 - 65.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +12.0% Atk.spd 100% On Crit: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Mag +4 Cun dps ---------- Spell.crit +4% Spell.pwr +12 (+2 eff.) Dmg.mod +18% darkness +18% light ---------- misc Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
![]() 3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun dps ---------- Acc +18 (+5 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Master Power 58.0 - 81.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 17% chance to inflict 15% damage reduction * 20% chance to curse the target While equipped: dps ---------- Dmg.mod +15% acid Res.pen +5% blight +10% acid Melee Ret 8 blight On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +6% blight Sharp, long, and deadly. |
![]() 3.0 T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 50.0 - 70.0 Physical Uses 25% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +5.0% Atk.spd 100% Dmg.conv 30% light Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+1 eff.) Dmg.mod +18% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -2 Suncloak -3 Providence -4 Barrier -2 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 88.77 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 32 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
![]() 3.0 T5 longsword 1H weapon Reqs Mag 28 [Unique] Arcane Power 50.0 - 70.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +8 Mag dps ---------- Spell.crit +9% Spell.pwr +25 (+4 eff.) Dmg.mod +30% lightning +30% fire +30% arcane ---------- misc Light +1 On Spell Hit: 12% Lightning 5 On Spell Hit: 12% Flame 5 On Spell Hit: 12% Manathrust 5 Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Psionic Power 41.0 - 57.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +31 cold +10 darkness +8 temporal Against +13% Living While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Resists +3% temporal Def/telep +10 Res/telep +10% Dur/telep +10% Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion On Crit.r2 +20 physical While equipped: dps ---------- Acc +12 (+3 eff.) Battle Call: Level 3.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Call all foes in a radius of 5 around you into battle, getting them into melee range in an instant. An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() 3.0 T4 mace 1H weapon [Random Unique] Arcane/Psionic Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +13 acid +10 lightning On Hit: * 25% chance for lightning to arc to a second target * 20% chance to torment the target On Crit: * splashes the target with acid While equipped: dps ---------- Res.pen +9% mind +9% darkness ----- def ----- Resists +1% physical +12% mind +5% arcane Crit.dmg- 5.00% Blunt and deadly. |
![]() 3.0 T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Power 52.0 - 72.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() 3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Disrupt Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +12 darkness On Hit: * Slows global speed by 49% * leeches stamina from the target While equipped: dps ---------- Dmg.mod +6% darkness Melee Ret 10 nature slow ----- def ----- Resists +3% acid +3% temporal +12% blight +6% cold +3% fire One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego++] Disrupt/Master Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 10 arcane resource burn On Crit: * burns latent spell energy While equipped: dps ---------- Dmg.mod +8% physical Res.pen +8% physical Apr +8 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Psionic Power 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +25 mind On Hit.r1 +12 mind +12 fire On Hit: * 30% chance to cause random gloom While equipped: Stats +6 Cun +6 Wil dps ---------- Res.pen +25% fire ----- def ----- Resists +27% fire One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Psionic Power 30.5 - 42.7 Lightning Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +18 mind On Hit: * 29% chance to cause random gloom While equipped: Stats +5 Wil +5 Cun +7 Con dps ---------- Dmg.mod +6% physical Acc +4 (+1 eff.) Melee Ret 12 physical ----- def ----- Armour +12 Max.HP +20.00 One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Unique] Arcane Power 55.0 - 66.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +15 Crit +10.0% Atk.spd 100% HP.leech +5% On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: dps ---------- Spell.pwr +20 (+3 eff.) Dmg.mod +20% blight On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 The land withers and crumbles wherever this cursed axe rests. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Master Power 45.5 - 63.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +20 lightning While equipped: Stats +2 Str +2 Con dps ---------- On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% temporal Crit.dmg- 15.00% ---------- misc Infravis +2 One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Unique] Psionic Power 58.0 - 81.2 Phys.bleed Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +16 Crit +7.0% Atk.spd 100% While equipped: Stats +4 Str +4 Dex dps ---------- Dmg.mod +10% physical ---------- misc See.Invis +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 3.0 T5 waraxe 1H weapon [Rare] Psionic Power 39.5 - 55.3 Acid Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +12 acid On Hit: * 40 arcane resource burn * Slows global speed by 40% * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Res.pen +20% acid Melee Ret 16 acid ----- def ----- Resists +9% light Spell.save +20 (+5 eff.) One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T2 dagger 1H weapon [Random Unique] Nature/Master Power 13.0 - 16.9 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 nature +15 temporal While equipped: Stats +2 Wil dps ---------- Mind.crit +4% Mind.pwr +2 (+1 eff.) Res.pen +15% nature Acc +6 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +24% ---------- misc Telepathy Humanoid/Orc Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Str, 10% Mag, 45% Dex Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 8 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 36.11 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 30.0 - 39.0 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness While equipped: dps ---------- Dmg.mod +10% darkness ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 55% Dex, 5% Mag, 45% Str Acc+ +0.5% APR / acc Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+3 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Acc+ +0.5% APR / acc Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+4 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T4 dagger 1H weapon [Unique] Psionic Power 35.0 - 45.5 Physical Uses 45% Str, 55% Dex Acc+ +0.5% APR / acc Apr +9 Crit +15.0% Atk.spd 100% On Hit: * deals physical damage equal to 3% of the target's missing health While equipped: Stats +6 Str +6 Dex dps ---------- Crit.mult +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 1.0 T5 dagger 1H weapon [Unique] Nature Power 40.0 - 52.0 Physical Uses 35% Str, 35% Dex, 30% Cun Acc+ +0.5% APR / acc Apr +12 Crit +22.0% Atk.spd 100% Dmg.conv 30% darkness On Crit: * inflicts pinning spydric poison upon the target While equipped: Stats +8 Cun +4 Dex dps ---------- Dmg.mod +30% nature +20% darkness ----- def ----- Armour +5 Hardiness +5% ---------- misc Light -2 Creeping Darkness: Level 3.6 Pwr.cost 23 out of 40/40. Range 5 Travel.spd instantaneous Is a mind power Description: Creeping dark slowly spreads from 5 spots in a radius of 3 around the targeted location. The dark deals 24.09 darkness damage each turn to anything in its area, and blocks the sight of any who do not possess Dark Vision or some other magical means of seeing. The damage will increase with your Mindpower. You do +12% damage to anything that has entered your creeping dark. This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+4 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+2 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature The natural wyrm seeks an element. Power 16.0 - 17.6 Physical Uses 40% Wil, 10% Cun, 20% Str Mastery Psiblades Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 18% acid 18% cold 18% lightning 18% fire While equipped: dps ---------- Phys.crit +4.0% Mind.crit +4% Phys.pwr +8 (+1 eff.) Mind.pwr +8 (+3 eff.) Dmg.mod +8% lightning +8% physical +8% fire +8% acid +8% cold ----- def ----- Resists +8% acid +8% physical +8% fire +8% lightning +8% cold ---------- misc Masteries +0.10 Wild-gift/Venom drake aspect +0.10 Wild-gift/Cold drake aspect +0.10 Wild-gift/Fire drake aspect +0.10 Wild-gift/Storm drake aspect +0.10 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Fire Breath: Level 4.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 384.80 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. 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%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 50% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+4 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+4 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 18 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 64.76 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 14.0 - 15.4 Fire Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +5.0% Atk.spd 100% Dmg.conv 50% cold While equipped: dps ---------- Mind.crit +8% Mind.pwr +16 (+5 eff.) Dmg.mod +20% cold +20% fire Res.pen +12% cold +12% fire ----- def ----- Resists +20% cold +20% fire Spell.save +12 (+3 eff.) ---------- misc Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature This harmonious mindstar will complement other natural mindstars. Power 17.5 - 19.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit.r1 +12 acid On Crit.r2 +4 acid On Hit: * Slows global speed by 41% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +22% nature +6% acid Res.pen +10% nature Melee Ret 16 nature ----- def ----- Resists +10% nature +15% mind ---------- misc Equi/ret +2.50 Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T5 mindstar 1H weapon [Rare] Nature This natural sand should be returned to the wyrm. Power 15.0 - 16.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% Melee+ +16 light While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +16% physical Res.pen +13% physical Melee Ret 19 physical ----- def ----- Armour +6 Resists +12% lightning +19% physical Mind.save +30 (+7 eff.) Pinning- +35% Stun/Frz- +15% ---------- misc Equi/ret +0.08 Burrow: Puts all charms on 27 cooldown Level 1.0 Pwr.cost 27 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 19 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T5 longbow 2H weapon Reqs Mag 30 [Unique] Arcane Acc+ +0.2% crit / acc Atk.spd 143% Range +10 While equipped: Stats +5 Dex +7 Mag dps ---------- Spell.pwr +20 (+3 eff.) Mov.spd +10% Ranged+ 75 lightning Dmg.mod +20% lightning ----- def ----- Rng.Def +15 (+4 eff.) Resists +20% lightning ---------- misc Masteries +0.10 Spell/Storm +0.20 Spell/Air Automatically fires lightning bolts at nearby enemies, with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 [Normal] Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 [Ego] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +10 Ranged+ +14 fire While equipped: Stats +7 Str dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +19% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 3.0 T3 arrow ammo [Random Unique] Master Power 42.5 - 59.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 16 Ranged+ +20 darkness +32 bleed On Hit.r1 +12 darkness On Hit: * 20 arcane resource burn * Slows global speed by 20% On Crit: * wounds the target for 7 turns: 19 bleeding, 65% reduced healing * wounds the target for 7 turns: 19 bleeding, 65% reduced healing Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Random Unique] Arcane/Nature Power 50.5 - 70.7 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +23 Crit +2.5% Capacity 54 Rld cld 3 Ranged+ +21 blight +15 gravity On Hit.r1 +8 temporal On Crit.r2 +8 temporal On Hit: 10% Epidemic 4 On Hit: * 15% chance to disease * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to crush the target Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 arrow ammo [Rare] Arcane Power 43.5 - 60.9 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 22 Ranged+ +20 darkness +26 blight +32 mind On Hit.r1 +8 blight On Hit: * 41% chance to disease * 40% chance to cause random gloom * 20% chance to curse the target Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T5 arrow ammo [Unique] Master Power 68.0 - 95.2 Physical Uses 50% Dex, 70% Str Acc+ +0.2% crit / acc Apr +100 Crit +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() 3.0 T5 arrow ammo [Unique] Arcane Power 45.0 - 63.0 Void Uses 50% Str, 10% Mag, 70% Dex Acc+ +0.2% crit / acc Apr +30 Crit +6.0% Capacity 0 On Hit: 10% Spatial Tether 1 On Hit: 5% Dimensional Anchor 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Rare] Psionic Power 56.0 - 78.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +18 Crit +3.0% Capacity 22 Ranged+ +75 physical On Hit: * 40 arcane resource burn * Slows global speed by 40% * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 shot ammo [Rare] Arcane Power 44.0 - 52.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +5 Crit +5.5% Capacity 22 Ranged+ +12 acid +17 cold On Crit.r2 +12 temporal On Hit: * 40% chance to gain 10% of a turn (3/turn limit) * 40% chance to corrode armour by 30% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
![]() 3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Rare] Psionic Power 54.0 - 64.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 20 Ranged+ +32 mind +46 physical On Hit.r1 +32 mind On Crit.r2 +28 mind On Hit: * 10% chance to knock the target back Shots are used with slings to pummel your foes to death. |
![]() 3.0 T5 shot ammo Reqs Dex 48 [Random Unique] Master Power 65.5 - 78.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Acc +21 Apr +16 Crit +16.0% Capacity 20 Proj.spd +400% Ranged+ +17 temporal +18 physical On Hit: * Slows global speed by 40% * 10% chance to stun, blind, pin, or confuse the target While equipped: ---------- misc Reload +3 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor [Rare] Master When used to Attack: Power 30.0 - 36.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +134 While equipped: Stats +8 Con ----- def ----- Armour +14 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Resists +5% arcane +9% cold Phys.save +10 (+2 eff.) Confus- +15% ---------- misc Infravis +3 Talents +3 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor [Ego+] Nature/Psionic When used to Attack: Power 31.0 - 37.2 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +73 On Hit: * deal bonus physical damage equal to your armor While equipped: dps ---------- On Hit (Melee): * 8% chance to cause random gloom On Melee Ret: * 12% chance to cause random gloom ----- def ----- Armour +12 Hardiness +7% Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +12% Resists +15% physical ---------- misc Talents +3 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor [Unique] Arcane When used to Attack: Power 57.0 - 68.4 Stunning fire Uses 100% Str Acc+ +2.5% procs dam / acc Crit +7.0% Block +235 Dmg.conv 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: dps ---------- Spell.pwr +8 (+1 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+2 eff.) Rng.Def +12 (+3 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +5 Block This rugged stone shield flickers with bursts of pitch black flame. |
![]() 7.0 T4 shield armor [Unique] Master When used to Attack: Power 40.0 - 48.0 Physical Uses 120% Str Acc+ +2.5% procs dam / acc Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con ----- def ----- Armour +4 Defense +14 (+3 eff.) Rng.Def +14 (+4 eff.) Fatigue +19% Resists +25% blight HP.reg +5.00 ---------- misc Talents +5 Block Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 7.0 T4 shield armor [Random Unique] Arcane When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +139 Melee+ +14 lightning +12 arcane On Hit: * reduce the cooldown of your ward talent by 1 While equipped: Stats +1 Dex dps ---------- Dmg.mod +3% fire Res.pen +15% fire Melee Ret 4 arcane On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) On Melee Ret: * 16% chance to daze at end of turn ----- def ----- Armour +2 Defense +10 (+2 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% Resists +14% lightning +14% light +14% darkness ---------- misc Wards +3 lightning +3 temporal +3 blight +2 fire +3 cold Talents +4 Block +1 Ward Handheld deflection devices. |
![]() 7.0 T4 shield armor [Rare] Master When used to Attack: Power 50.5 - 60.6 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +136 On Hit.r1 +8 acid While equipped: dps ---------- Phasing +50% ----- def ----- Armour +2 Defense +10 (+2 eff.) Rng.Def +10 (+3 eff.) Fatigue +14% Resists +27% cold +6% nature +6% mind Crit.dmg- 15.00% Phys.save +9 (+2 eff.) Disarm- +10% ---------- misc Max.vim +40.00 Talents +4 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor [Unique] Arcane When used to Attack: Power 52.0 - 62.4 Darkness Uses 100% Str Acc+ +2.5% procs dam / acc Crit +4.5% Block +200 While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Armour +9 Defense +12 (+3 eff.) Rng.Def +15 (+4 eff.) Fatigue +28% ---------- misc Talents +5 Block Masteries +0.20 Technique/Shield offense +0.20 Technique/Shield defense +0.20 Corruption/Doom shield ShadowPwr +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() 6.0 T3 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+3 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical Phys.save +10 (+2 eff.) Send out a range 5 beam of kinetic energy, dealing 47.04 to 58.80 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +10% acid +10% nature +10% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature Phys.save +10 (+2 eff.) Spell.save +10 (+3 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. |
![]() 2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature Phys.save +15 (+4 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.10 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+3 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +9% Mind.pwr +20 (+7 eff.) Melee+ 35 mind 10% gloom effects Res.pen +20% all Melee Ret 35 mind 10% gloom effects ----- def ----- Defense +12 (+3 eff.) ---------- misc Psi/turn +0.20 Hate/m.crit +4.00 Psi/m.crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Punishments +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism On Mind Hit: 8% Agony 2 On Mind Hit: 8% Hateful Whisper 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 9.0 T3 light armor [Unique] Master While equipped: Stats +4 Con +5 Wil ----- def ----- Armour +7 Defense +6 (+1 eff.) Fatigue +7% Resists +35% nature Crit.dmg- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
![]() 9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +10 (+2 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+5 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun dps ---------- Crit.mult +20.00% Spell.pwr +10 (+1 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+4 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Shades +0.10 Cunning/Stealth Turn yourself invisible (power 21, based on Cunning and Magic) for 10 turns. Uses 45 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+2 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+4 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Celestial/Sunlight +0.10 Spell/Wildfire +0.10 Spell/Fire Blastwave: Level 4.0 Pwr.cost 11 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 44.93 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 14.0 T4 heavy armor [Random Unique] Nature/Master While equipped: Stats +7 Str dps ---------- On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +16% Resists +17% acid +9% physical +12% darkness Mind.save +3 (+0 eff.) Max.HP +71.00 HP.reg +2.10 Heal.mod +18% Heal/summ +20 ---------- misc Psi/ret +0.04 Hate/m.crit +1.00 Max.psi +20.00 Light +2 Track: Puts all charms on 27 cooldown Level 2.0 Pwr.cost 27 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 T4 heavy armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun dps ---------- Crit.mult +10.00% Melee Ret 4 mind On Hit (Melee): * 30% chance to blind ----- def ----- Armour +14 Defense +13 (+3 eff.) Fatigue +16% Resists +23% fire Mind.save +18 (+4 eff.) Max.HP +68.00 HP.reg +2.10 Heal.mod +23% Heal/summ +20 A suit of armour made of mail. |
![]() 14.0 T4 heavy armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% nature +3% blight Melee Ret 4 blight ----- def ----- Armour +11 Defense +4 (+1 eff.) Fatigue +16% Resists +7% acid +12% blight +8% cold +3% nature +23% lightning Max.HP +28.00 ---------- misc Breathe water A suit of armour made of mail. |
![]() 14.0 T5 heavy armor [Random Unique] Arcane/Psionic While equipped: Stats +8 Cun +2 Wil dps ---------- Res.pen +5% acid ----- def ----- Armour +28 Defense +33 (+8 eff.) Fatigue +16% Resists +9% arcane Spell.save +20 (+5 eff.) Mind.save +44 (+11 eff.) ---------- misc Equi/ret +0.16 Hate/m.crit +1.00 Max.psi +20.00 Telepathy Humanoid/Orc A suit of armour made of mail. |
![]() 17.0 T4 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +18 Defense +7 (+2 eff.) Fatigue +26% Resists +11% acid +13% cold ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 17.0 T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con ----- def ----- Armour +35 Defense +25 (+6 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+4 eff.) Spell.save +25 (+6 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression +0.20 Corruption/Wrath ShadowPwr +10 Grants physical power equal to your Shadow Power. Link of Pain: (Instant) Level 3.0 Pwr.cost 14 out of 15/15. Range 7 Travel.spd instantaneous Is a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
![]() 17.0 T5 massive armor [Ego] Disrupt While equipped: ----- def ----- Armour +16 Defense +9 (+2 eff.) Fatigue +26% Resists +17% nature +15% blight A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +9 (+2 eff.) Phys.save +6 (+1 eff.) Stealth +7 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Disrupt While equipped: ----- def ----- Resists +5% acid +5% blight A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Spell.crit +1% Phys.pwr +2 (+0 eff.) S.pwr/crit +2 Res.pen +15% arcane Phasing +10% ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Max.vim +20.00 Size +1 A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +8 Wil dps ---------- Dmg.mod +9% darkness Res.pen +15% mind ----- def ----- Defense +11 (+3 eff.) Stealth +9 Heal/summ +30 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +10.0% Mind.crit +11% Dmg.mod +3% nature +6% blight Res.pen +5% blight Melee Ret 20 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +9% nature A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego] Arcane While equipped: ----- def ----- Armour +11 Create a temporary shield that absorbs 302 damage Puts all charms on 27 cooldown A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Res.pen +20% lightning Melee Ret 8 lightning On Hit (Melee): * Slows global speed by 15% * 15% chance to daze at end of turn ----- def ----- Defense +1 (+0 eff.) Resists +3% nature +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.0 Pwr.cost 18 out of 20/20. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 41% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +5 Con dps ---------- Phys.crit +5.0% ----- def ----- Defense +11 (+3 eff.) Rng.Def +9 (+3 eff.) Crit.dmg- 10.00% Blind- +15% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +3 (+1 eff.) Resists +17% nature +15% blight HP.reg +1.70 Heal.mod +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex +2 Wil +5 Lck dps ---------- Spell.crit +2% Spell.pwr +6 (+1 eff.) S.pwr/crit +6 ----- def ----- Armour +1 Fatigue +1% Stealth +6 ---------- misc Vim/s.crit +2.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +2 Wil +4 Con dps ---------- Mind.pwr +5 (+2 eff.) S.pwr/crit +8 Res.pen +7% physical ----- def ----- Armour +9 Fatigue +3% Mind.save +30 (+7 eff.) Knockbk- +5% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.90 Mana/s.crit +1.00 Max.stam +13.00 Infravis +1 Blindside: Puts all charms on 23 cooldown Level 1.0 Pwr.cost 23 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 123% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Mag +3 Wil +7 Lck dps ---------- Dmg.mod +6% temporal On Hit (Melee): * 15% chance to inflict 15% damage reduction * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +3% Stealth +7 Silence- +25% Confus- +31% Stun/Frz- +23% Blink to a nearby random location (rad 7) Puts all charms on 23 cooldown A pair of boots made of leather. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +5 (+0 eff.) ----- def ----- Defense +6 (+1 eff.) Fatigue +1% Resists +12% arcane Res.Cap +5% arcane Phase door up to range 6, within radius 2 of the target location. Uses 22 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Wil dps ---------- Crit.mult +6.00% Spell.pwr +5 (+0 eff.) Dmg.mod +3% blight Melee Ret 8 blight On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +5 Defense +9 (+2 eff.) Rng.Def +7 (+2 eff.) Fatigue +5% Phys.save +10 (+2 eff.) Silence- +45% Confus- +50% Stun/Frz- +50% A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Normal] While equipped: ----- def ----- Armour +5 Fatigue +5% A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +5% ---------- misc Stam/turn +0.70 Max.stam +14.00 A pair of boots made of leather. |
![]() 3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% cold +5% fire ---------- misc Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Melee Ret 4 arcane 16 blight ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal Spell.save +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex +4 Con dps ---------- Res.pen +10% physical Acc +6 (+2 eff.) ----- def ----- Armour +6 Fatigue -3% Phys.save +7 (+2 eff.) ---------- misc Max.enc +32 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Crit.mult +20.00% ----- def ----- Armour +4 Fatigue +3% Phys.save +8 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +27 (+6 eff.) ---------- misc Equi/ret +0.08 Max.hate +4.00 Max.psi +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+1 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 5 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() 3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
![]() 3.0 T5 feet armor [Ego+] Nature/Master While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -4% Max.HP +53.00 ---------- misc Stam/turn +1.50 Max.stam +28.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +6 Wil +8 Con dps ---------- Mind.pwr +9 (+3 eff.) Mov.spd +20% Dmg.mod +12% arcane Res.pen +9% physical +14% temporal +18% darkness +15% arcane ----- def ----- Armour +5 Fatigue +0% Resists +29% darkness +30% temporal Def/telep +28 Res/telep +20% Dur/telep +27% ---------- misc Telepathy Demon/Minor Demon/Major Blindside: Puts all charms on 23 cooldown Level 1.0 Pwr.cost 23 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 123% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 26 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. |
![]() 3.0 T5 feet armor [Rare] Nature While equipped: dps ---------- Apr +8 Melee Ret 16 light ----- def ----- Armour +5 Fatigue +4% Resists +15% lightning +15% temporal Die.at -80.00 life Heal.mod +20% ---------- misc Stam/turn +0.80 Max.stam +30.00 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Rare] Master While equipped: dps ---------- Spell.crit +3% Crit.mult +15.00% S.pwr/crit +6 Dmg.mod +12% arcane ----- def ----- Armour +11 Fatigue +4% Resists +15% cold +15% fire ---------- misc Stam/turn +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
![]() 1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Str +4 Dex +4 Cun ----- def ----- Armour +8 Resists +12% darkness Crit.dmg- 15.00% Phys.save +11 (+3 eff.) Spell.save +30 (+7 eff.) Die.at -80.00 life Poison- +25% Knockbk- +15% ---------- misc Cooldown Double Strike -1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T5 hands armor [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Res.pen +20% light Acc +10 (+3 eff.) ----- def ----- Armour +3 Crit.dmg- 10.00% Phys.save +10 (+2 eff.) Mind.save +10 (+2 eff.) Disarm- +41% ---------- misc See.Invis +24 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 cold Dmg.mod +4% cold ----- def ----- Armour +1 Resists +6% cold +6% mind +12% fire Poison- +15% Stun/Frz- +10% Knockbk- +5% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Melee+ 5 cold Dmg.mod +4% cold Melee Ret 8 mind ----- def ----- Armour +1 Resists +6% cold +1% physical Heal.mod +20% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T3 hands armor [Rare] Nature While equipped: Stats +5 Dex dps ---------- Melee+ 10 physical Dmg.mod +5% physical ----- def ----- Armour +9 Crit.dmg- 15.00% ---------- misc Infravis +3 See.Invis +6 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Master While equipped: Stats +7 Wil +4 Mag dps ---------- Spell.pwr +6 (+1 eff.) S.pwr/crit +4 ----- def ----- Defense +2 (+0 eff.) Phys.save +5 (+1 eff.) Spell.save +25 (+6 eff.) ---------- misc Mana/turn +1.00 Mana/ret +0.70 Max.mana +67.00 Manaflow: Puts all charms on 36 cooldown Level 1.0 Pwr.cost 36 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 6 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Str +4 Wil +7 Cun +8 Con dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc See.Invis +12 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +4 Str +1 Dex +4 Mag +1 Wil dps ---------- Dmg.mod +6% acid Res.pen +15% acid ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Con dps ---------- On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +1 Fatigue +1% Resists +1% physical ---------- misc Stam/turn +0.60 Stam/ret +0.80 Equi/ret +0.90 Max.stam +15.00 A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+5 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 17 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 23% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 17%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
![]() 1.0 T5 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +9% Mind.pwr +20 (+7 eff.) Res.pen +10% mind ----- def ----- Defense +7 (+2 eff.) Resists +15% mind Res.Cap +10% mind Mind.save +25 (+6 eff.) Confus- +40% ---------- misc Psi/m.crit +6.00 Max.psi +50.00 Infravis +5 Reveal the surrounding area (range 20). Uses 27 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 2.0 T5 head armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +21% light Acc +11 (+3 eff.) Melee Ret 8 nature On Hit (Melee): * 30% chance to blind On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +12 (+3 eff.) Fatigue +5% Resists +18% light A cap made of leather. |
![]() 3.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +5 Str +2 Dex +2 Cun +5 Con dps ---------- Phys.pwr +4 (+0 eff.) ----- def ----- Armour +4 Fatigue +4% Resists -23% light HP.reg +3.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Con +10 Wil ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demon seeds +0.20 Corruption/Demonic pact ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 3.0 T5 head armor [Unique] Master While equipped: ----- def ----- Armour +2 Fatigue +12% Resists +15% acid +15% fire +15% lightning +15% cold Phys.save +12 (+3 eff.) Spell.save +12 (+3 eff.) Mind.save +12 (+3 eff.) ---------- misc Telepathy Dragon Traces of a dragon's power still remain in this bleached and cracked skull. |
![]() 3.0 T5 head armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Res.pen +15% light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +11 Defense +9 (+2 eff.) Rng.Def +9 (+3 eff.) Fatigue +5% Resists +19% light +19% darkness Phys.save +15 (+4 eff.) Max.HP +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T5 head armor [Ego] Disrupt/Master While equipped: Stats +7 Dex ----- def ----- Armour +5 Fatigue +5% Resists +13% nature +10% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Ego++] Disrupt/Master While equipped: Stats +4 Cun ----- def ----- Resists +3% all Spell.save +5 (+2 eff.) ---------- misc Light -8 Infravis +5 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. |
![]() 1.0 T3 lite [Rare] Master While equipped: Stats +3 Str +4 Con dps ---------- Apr +1 ----- def ----- Phys.save +6 (+1 eff.) Max.HP +20.00 Heal.mod +20% ---------- misc Max.stam +10.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +18% darkness Res.pen +15% nature +15% darkness Melee Ret 20 nature ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T5 lite [Rare] Psionic While equipped: Stats +7 Wil dps ---------- Dmg.mod +15% mind +12% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% acid +18% fire +6% nature +5% arcane Spell.save +30 (+7 eff.) ---------- misc Light +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (138 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 90 power out of 100/100 The very essence of bearness! |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 72 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 90 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature +9% darkness Melee Ret 16 darkness On Hit (Melee): * 30% chance to blind ----- def ----- Resists +11% nature ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Unique] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +10% physical ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+1 eff.) Max.HP +50.00 While carried: ---------- misc Talents +1 Dig Pulverizing Auger: Level 4.0 Pwr.cost 27 out of 30/30. Range 6 Travel.spd instantaneous Is a spell Description: Fire a powerful beam of stone-shaterring force, digging out any walls in its path up to 4. The beam also affect any creatures in its path, dealing 90.03 physical damage to all. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 18 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+1 eff.) Mind.pwr +10 (+3 eff.) Melee+ 25 phys.bleed Dmg.mod +5% physical +10% temporal Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 14 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 294.04 fire damage (based on Magic). Uses 45 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 233.93 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 23 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 20 light On Hit (Melee): * 30% chance to blind ----- def ----- Resists +6% light ---------- misc Talents +2 Rushing Claws Cooldown Rushing Claws -1 Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% blight Res.pen +10% blight Melee Ret 12 blight ----- def ----- Resists +9% mind +6% blight Harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40% Puts all charms on 18 cooldown 100% to regenerate 3 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +18% fire Res.pen +5% fire On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Resists +3% fire Harden the skin for 7 turns increasing armour by 65 and armour hardiness by 60% Puts all charms on 21 cooldown 100% to regenerate 10 stamina. 100% to regenerate 10 stamina. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 totem charm [Unique] Nature While equipped: Stats +6 Con +7 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: ----- def ----- Armour +6 Resists +9% temporal Blind- +35% Knockbk- +35% Teleport- +15% Heal a target within range 9 (based on Willpower) for 200 Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T5 totem charm [Rare] Nature While equipped: Stats +5 Mag dps ---------- Dmg.mod +30% nature Melee Ret 16 nature On Hit (Melee): * 30% chance to daze at end of turn ---------- misc Light +3 Wards +5 acid +5 nature +5 light Talents +1 Ward Harden the skin for 7 turns increasing armour by 90 and armour hardiness by 70% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Resists +5% arcane Mind.save +30 (+7 eff.) ---------- misc Max.hate +8.00 Max.vim +17.00 Telepathy Dragon Humanoid/Orc Creates a wall of flames lasting 4 turns (dealing 245 fire damage overall) Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +4 Dex +6 Wil dps ---------- Res.pen +10% acid ----- def ----- Fatigue -4% Resists +9% darkness ---------- misc Light +3 Wards +10 lightning +10 temporal +10 blight +10 fire +10 cold Talents +2 Ward Fire a bolt of a random element with (base) damage 228 to 457 Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T5 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 306 to 613 Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Dudonnik the Dwarf Bulwark level 30
27th Gold 123rd year of Ascendancy at 07:20 see stats
By Dudonnik the Dwarf Bulwark level 46
39th Stralite 124th year of Ascendancy at 20:09 see stats
By Dudonnik the Dwarf Bulwark level 29
25th Gold 123rd year of Ascendancy at 14:57 see stats
By Dudonnik the Dwarf Bulwark level 15
40th Profit 122nd year of Ascendancy at 22:14 see stats
By Dudonnik the Dwarf Bulwark level 33
26th Stralite 123rd year of Ascendancy at 14:27 see stats
By Dudonnik the Dwarf Bulwark level 43
18th Steel 124th year of Ascendancy at 00:45 see stats
By Dudonnik the Dwarf Bulwark level 32
22nd Stralite 123rd year of Ascendancy at 03:07 see stats
By Dudonnik the Dwarf Bulwark level 41
1st Shortage 123rd year of Ascendancy at 18:45 see stats
By Dudonnik the Dwarf Bulwark level 26
5th Steel 123rd year of Ascendancy at 18:24 see stats
By Dudonnik the Dwarf Bulwark level 31
17th Stralite 123rd year of Ascendancy at 12:29 see stats
By Dudonnik the Dwarf Bulwark level 24
28th Loss 122nd year of Ascendancy at 10:24 see stats
By Dudonnik the Dwarf Bulwark level 45
24th Stralite 124th year of Ascendancy at 07:14 see stats
By Dudonnik the Dwarf Bulwark level 16
17th Wealth 122nd year of Ascendancy at 13:24 see stats
By Dudonnik the Dwarf Bulwark level 23
6th Loss 122nd year of Ascendancy at 09:23 see stats
By Dudonnik the Dwarf Bulwark level 43
6th Stralite 124th year of Ascendancy at 23:03 see stats
By Dudonnik the Dwarf Bulwark level 20
5th Dearth 122nd year of Ascendancy at 16:55 see stats
By Dudonnik the Dwarf Bulwark level 10
2nd Profit 122nd year of Ascendancy at 23:59 see stats
By Dudonnik the Dwarf Bulwark level 20
5th Dearth 122nd year of Ascendancy at 16:21 see stats
By Dudonnik the Dwarf Bulwark level 30
25th Gold 123rd year of Ascendancy at 14:57 see stats
By Dudonnik the Dwarf Bulwark level 40
30th Dearth 123rd year of Ascendancy at 07:55 see stats
By Dudonnik the Dwarf Bulwark level 20
14th Dearth 122nd year of Ascendancy at 07:02 see stats
By Dudonnik the Dwarf Bulwark level 39
26th Dearth 123rd year of Ascendancy at 02:07 see stats
By Dudonnik the Dwarf Bulwark level 28
21st Gold 123rd year of Ascendancy at 13:17 see stats
By Dudonnik the Dwarf Bulwark level 31
17th Stralite 123rd year of Ascendancy at 15:16 see stats
By Dudonnik the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 22:25 see stats
By Dudonnik the Dwarf Bulwark level 17
25th Wealth 122nd year of Ascendancy at 12:45 see stats
By Dudonnik the Dwarf Bulwark level 7
2nd Acquisition 122nd year of Ascendancy at 04:38 see stats
By Dudonnik the Dwarf Bulwark level 25
21st Shortage 122nd year of Ascendancy at 19:22 see stats
By Dudonnik the Dwarf Bulwark level 36
10th Wealth 123rd year of Ascendancy at 09:20 see stats
By Dudonnik the Dwarf Bulwark level 25
21st Shortage 122nd year of Ascendancy at 05:58 see stats
By Dudonnik the Dwarf Bulwark level 27
18th Gold 123rd year of Ascendancy at 22:23 see stats
By Dudonnik the Dwarf Bulwark level 19
3rd Dearth 122nd year of Ascendancy at 16:52 see stats
By Dudonnik the Dwarf Bulwark level 29
24th Gold 123rd year of Ascendancy at 03:31 see stats
Log
Venomous Ammunition hits Dudonnik for 41 nature damage.
Dudonnik is invigorated by the attack!
Dudonnik is invigorated by the attack!
Dudonnik is invigorated by the attack!
Dudonnik's mind surges with critical power!
Dudonnik is invigorated by the attack!
Dudonnik's mind surges with critical power!
Dudonnik is invigorated by the attack!
Dudonnik is invigorated by the attack!
Dudonnik's mind surges with critical power!
Dudonnik is invigorated by the attack!
Venomous Ammunition hits Dudonnik for 41 nature damage.
Xhuoralf the Invader's Headshot hits Dudonnik for 611 physical, 14 light, 12 lightning (638 total damage).
Xhuoralf the Invader's acid area effect hits Dudonnik for 1 acid damage.
Xhuoralf the Invader's acid area effect hits Xhuoralf the Invader for 0 acid damage.
Xhuoralf the Invader's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Dudonnik for 31 acid damage.
Wretchling's acid area effect hits Dudonnik for 15 acid damage.
Wretchling's acid area effect hits Xhuoralf the Invader for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Dudonnik for 15 acid damage.
Wretchling's acid area effect hits Xhuoralf the Invader for 0 acid damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Dudonnik is invigorated by the attack!
Dudonnik is invigorated by the attack!
Dudonnik receives 111 healing.
Acid Splash from Xhuoralf the Invader hits Dudonnik for 1 acid damage.
Numbing Poison from Xhuoralf the Invader hits Dudonnik for 41 nature damage.
Xhuoralf the Invader uses Steady Shot.
Saving game...