Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.0Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
ZOmnibus Addon Pack 1.7.4Combines 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: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 48 / 84% |
Size | medium |
Lifes / Deaths | Killed by Gewyn the skeleton magus at level 11 on the 45th Dusk 122nd year of Ascendancy at 18:54 0 / 10Killed by Layissra the mean looking elven guard at level 11 on the 54th Dusk 122nd year of Ascendancy at 10:43 Killed by Emelerinor the skeleton warrior at level 11 on the 59th Dusk 122nd year of Ascendancy at 03:19 Killed by Glorybeth the great wolf at level 18 on the 65th Haze 122nd year of Ascendancy at 03:11 Killed by Josephine's Inner Demon at level 33 on the 55th Dusk 123rd year of Ascendancy at 06:50 Killed by Emeluta the skeleton warrior at level 35 on the 66th Dusk 123rd year of Ascendancy at 04:02 Killed by Emedath the orc pyromancer at level 40 on the 53rd Haze 123rd year of Ascendancy at 13:36 Killed by Emeluwen the orc cryomancer at level 46 on the 1st Regrowth 124th year of Ascendancy at 08:52 Killed by Emelythra the orc assassin at level 46 on the 24th Regrowth 124th year of Ascendancy at 17:04 Killed by The One That Hunts at level 48 on the 29th Regrowth 124th year of Ascendancy at 05:50 |
Primary Stats
Strength | 92 (base 60) |
Dexterity | 58 (base 33) |
Constitution | 32 (base 10) |
Magic | 104 (base 60) |
Willpower | 46 (base 10) |
Cunning | 45 (base 28) |
Resources
Life | -185/1270 |
Mana | 47/624 |
Stamina | 316/331 |
Positive | 103/191 |
Healing Factor | 1.6124420161893 |
Regeneration | 20.719879908032 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 9 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 236 |
Accuracy | 53 |
Crit Chance | 46% |
APR | 36 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 58 |
Crit Chance | 22% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Light | +37% |
Temporal | +25% |
Fire | +14% |
Physical | +18% |
Mind | +24% |
All | +15% |
Offense: Damage Penetration
Acid | +20% |
Light | +57% |
Temporal | +20% |
Cold | +15% |
Arcane | +20% |
Mind | +20% |
All | +10% |
Defense: Base
Armour (hardiness) | 88.551211628464 (73.607947236566%) |
Defense | 59 |
Ranged Defense | 59 |
Fatigue | 15 |
Physical Save | 54 |
Spell Save | 47 |
Mental Save | 58 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 46%( 70%) |
Physical | + 19%( 70%) |
Cold | + 25%( 70%) |
All | + 12%( 70%) |
Darkness | + 48%( 70%) |
Light | + 53%( 70%) |
Temporal | + 29%( 75%) |
Mind | + 44%( 70%) |
Fire | + 14%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 62% |
Teleport Resistance | 20% |
Confusion Resistance | 100% |
Fear Resistance | 100% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 55% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 791% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 10 turns. While Heroism is active, you will only die when reaching -807 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1615 life, 20 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 256 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Celestial / Crusader | 1.50 |
| 5/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Celestial / Sun | 1.50 |
| 4/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Radiance | 1.40 |
| 3/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Technique / Two-handed assault | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Cunning / Scoundrel | 1.00 |
| 2/5 |
| 3/5 |
| 2/5 |
| 2/5 |
Celestial / Light | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
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. | done |
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 |
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 successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Ivunor the master vampire. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * You are back in Var'Eyal, the Far East as the people from the west call it. | 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: 1004. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed ritch stinger. * You've found the needed vial of wight ectoplasm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed multi-hued wyrm scale. * You've found the needed xorn fragment. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
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 |
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 within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | 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 |
Equipment
On feet | Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 1/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | dwarven lantern 'Isema' dwarven lantern 'Isema'1.0 T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Wil dps ---------- Spell.pwr +10 (+3 eff.) S.pwr/crit +4 Dmg.mod +12% light Res.pen +10% arcane ----- def ----- Defense +15 (+4 eff.) Resists +12% darkness Affinity +5% light Phys.save +18 (+6 eff.) Spell.save +17 (+5 eff.) Mind.save +15 (+4 eff.) ---------- misc Vim/s.crit +2.00 Light +11 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 205.83 light damage. At talent level 3 you gain 28% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Delirin the Infernotrail (0 def, 5 armour) Delirin the Infernotrail (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +5 Str +13 Wil dps ---------- Mind.crit +2% Mind.pwr +5 (+2 eff.) Dmg.mod +9% mind Res.pen +10% mind ----- def ----- Armour +5 Fatigue +5% Resists +19% blight +3% fire +3% darkness Phys.save +25 (+7 eff.) Mind.save +26 (+7 eff.) ---------- misc Psi/ret +0.04 Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Will of Ul'Gruth (0 def, 15 armour) Will of Ul'Gruth (0 def, 15 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag dps ---------- Dmg.mod +15% all Res.pen +10% all ----- def ----- Armour +15 ---------- misc Masteries +0.10 Corruption/Wrath +0.10 Corruption/Brutality Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Your Obliterating Smash can destroy walls. Obliterating Smash: Level 3.3 Pwr.cost 25 out of 7/25. Range 3 Travel.spd instantaneous Is a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 3 semicircle, dealing 151% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 17. This attack can not miss. These massive gauntlets once belonged to a very powerful demon named Ul'Gruth. The behemoth was said to be able to level entire buildings with a single swing of his hands. |
Tool | stralite torque of psionic shield 'Gysewyn' [power 109] (25 cooldown) stralite torque of psionic shield 'Gysewyn' [power 109] (25 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +18% nature +3% physical Crit.chn- 10.00% Die.at -80.00 life Max.HP +100.00 Confus- +20% Stun/Frz- +20% Setup a psionic shield, reducing all damage taken by 109 for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | Writhing Ring of the Hunter Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Arcane Might You have set the ring to grant you Arcane Might! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
On fingers | stralite ring 'Eluthra' stralite ring 'Eluthra'0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +10% acid ----- def ----- Armour +12 Defense +15 (+4 eff.) Resists +12% mind +6% darkness Mind.save +12 (+4 eff.) HP.reg +8.00 Heal.mod +20% Stun/Frz- +42% Teleport- +20% Rings make your fingers look great! |
Around neck | Zemekkys' Broken Hourglass Zemekkys' Broken Hourglass0.1 T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +20% temporal Res.Cap +5% temporal ---------- misc Spell.cld 10% Time Stop: Level 1.0 Pwr.cost 50 out of 31/80. Range melee/personal Travel.spd instantaneous Is a spell Description: Gain 1 turns. During this time your damage will be reduced by 100%. This small broken hourglass hangs from a thin gold chain. The glass is cracked and the sand has long since escaped. |
In main hand | Champion's Will (67-107 power, 22 apr) Champion's Will (67-107 power, 22 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 67.0 - 107.2 Physical Uses 114% Str, 50% Mag, 20% Con Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +22 Crit +12.0% Atk.spd 100% On Hit: * releases a burst of light, dealing 79 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 30 power out of 8/30 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. |
Around waist | Ulfemahell Ulfemahell1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +7 Dex +4 Cun +7 Con +7 Lck dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +3% physical ----- def ----- Defense +15 (+4 eff.) Mind.save +5 (+2 eff.) Stealth +8 HP.reg +1.60 Heal.mod +20% ---------- misc T.Disarm +13 Stam/turn +3.00 Equi/ret +0.04 Infravis +5 A belt that goes around your waist. |
In off hand | swashbuckler's stralite shield of crushing (0 def, 8 armour, 51-61 power, 140.5 block) swashbuckler's stralite shield of crushing (0 def, 8 armour, 51-61 power, 140.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Master When used to Attack: Power 51.0 - 61.2 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +140 On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Str +7 Dex dps ---------- Phys.crit +7.0% Phys.pwr +9 (+2 eff.) Acc +12 (+4 eff.) ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | Tundraquick the elven-silk cloak (3 def, 0 armour) Tundraquick the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Mag +4 Wil +4 Cun dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Res.pen +10% temporal +5% cold Acc +8 (+2 eff.) Apr +7 Melee Ret 6 cold On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+1 eff.) Fatigue -5% Resists +15% cold Spell.save +11 (+3 eff.) ---------- misc Max.mana +62.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Plate of the Blackened Mind (15 def, 40 armour) Plate of the Blackened Mind (15 def, 40 armour)17.0 T5 massive armor Reqs Massive armour training [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con dps ---------- Mind.pwr +10 (+4 eff.) On Melee Ret: * 20% chance to cause random gloom ----- def ----- Armour +40 Defense +15 (+4 eff.) Fatigue +17% Resists +15% acid +15% light +20% blight +25% mind +20% darkness Phys.save +15 (+5 eff.) Mind.save +25 (+7 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +4 Masteries +0.20 Cursed/Gloom Dominate: Level 2.0 Pwr.cost 15 out of 25/25. Range 2 Travel.spd instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 7 Armour, 11 Defense and your attacks will gain 17% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
Inventory
healing infusion (heal 87; cd 10) healing infusion (heal 87; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 87 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 245; cd 14) healing infusion of the warrior (heal 245; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 245 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the titan (die at -387; dur 6; cd 29) heroism infusion of the titan (die at -387; dur 6; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -387 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 774 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 818%; cd 12) movement infusion of the warrior (speed 818%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 818% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 550; 15 cd) regeneration infusion of the warrior (heal 550; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 550 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 39%; magical, physical; dur 4; cd 11) wild infusion of the wizard (res 39%; magical, physical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 39% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
Rune of Reflection (--) Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 620 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] 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 create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; physical, darkness, light, mind, arcane, nature) Prismatic Rune (6 turns; physical, darkness, light, mind, arcane, nature)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 5 darkness, 3 light, 3 mind, 4 arcane, 4 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 365; dur 4; cd 19) acid wave rune of the wizard (damage 365; dur 4; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 365.47 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 169; dur 4; cd 16) biting gale rune (damage 169; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 169.05 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 16; resist 25%; move 47%; dur 5; cd 20) ethereal rune (power 16; resist 25%; move 47%; dur 5; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 25% all resistance, you move 47% faster, and you are invisible (power 16). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 110; dur 5; cd 17) shielding rune (absorb 110; dur 5; cd 17)0.1 rune scroll [Normal] 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 110 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 42; blocks 3; dur 4; cd 14) stormshield rune (threshold 42; blocks 3; dur 4; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 42 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Xaneldabeth the Searmire Xaneldabeth the Searmire0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 2 fire ----- def ----- Resists +12% fire Heal.mod +11% Cut- +50% ---------- misc Mana/turn +0.04 Light +3 Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 245 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
grounding copper amulet of willpower (+2) grounding copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+4 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Hailminister Hailminister0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Con dps ---------- Res.pen +5% cold Acc +20 (+6 eff.) ----- def ----- Armour +4 Resists +25% fire +29% cold Phys.save +9 (+3 eff.) Max.HP +30.00 HP.reg +2.00 Amulets make your neck look great! |
steel amulet steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
gold amulet 'Ulferoddarach' gold amulet 'Ulferoddarach'0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +30 (+6 eff.) Acc +20 (+6 eff.) Melee Ret 10 arcane 8 physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +6 (+2 eff.) Res.Cap +5% all Phys.save +18 (+6 eff.) Amulets make your neck look great! |
Frost Lord's Chain Frost Lord's Chain0.1 T5 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +12 (+3 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. |
vitalizing voratun amulet of perfection (0.40 Celestial / Guardian,0.40 Spell / Staff combat) vitalizing voratun amulet of perfection (0.40 Celestial / Guardian,0.40 Spell / Staff combat)0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +15 (+5 eff.) Max.HP +44.00 HP.reg +8.00 ---------- misc Masteries +0.40 Spell/Staff combat +0.40 Celestial/Guardian Amulets make your neck look great! |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 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. |
Stormhunger the copper ring Stormhunger the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- On Hit (Melee): * 10% chance to reduce armor by 37% ----- def ----- Resists +3% lightning +1% physical Phys.save +18 (+6 eff.) Rings make your fingers look great! |
copper ring of fire (+20%) copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings make your fingers look great! |
Nightsong Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 155% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Toxinnaught Toxinnaught0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun dps ---------- Dmg.mod +15% nature ----- def ----- Defense +12 (+3 eff.) Resists +6% darkness +6% cold Phys.save +15 (+5 eff.) Die.at -20.00 life Blind- +10% Poison- +20% Disease- +20% Rings make your fingers look great! |
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring 'Blizzardransom' steel ring 'Blizzardransom'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +7 Str dps ---------- Dmg.mod +9% physical +6% cold Res.pen +10% blight +15% physical Apr +4 ----- def ----- Blind- +25% ---------- misc Infravis +4 See.Stealth +11 See.Invis +12 Rings make your fingers look great! |
Manodas the Snowstalker Manodas the Snowstalker0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature +9% cold Res.pen +10% cold On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Resists +3% acid +9% nature Max.HP +57.00 HP.reg +10.00 Heal.mod +11% Rings make your fingers look great! |
Shivervenom the gold ring Shivervenom the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Cun dps ---------- Phys.pwr +18 (+4 eff.) Spell.pwr +15 (+4 eff.) Mind.pwr +18 (+6 eff.) Melee+ 13 physical Ranged+ 6 physical Dmg.mod +4% all Res.pen +10% cold Melee Ret 2 temporal On Hit (Melee): * 15% chance to reduce all saves and defense by 27 On Hit (Ranged): * 12% chance to reduce all saves and defense by 27 ----- def ----- Resists +21% cold ---------- misc Hate/m.crit +3.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
gold quartz ring gold quartz ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: ----- def ----- Resists +18% acid +16% fire +17% lightning +16% cold Stun/Frz- +30% Rings make your fingers look great! |
gold ring gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
Ring of the Archlich Ring of the Archlich0.1 T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: dps ---------- Spell.pwr +8 (+2 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. |
Sootbrawn the stralite ring Sootbrawn the stralite ring0.1 T4 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Con dps ---------- Dmg.mod +15% nature +15% fire Melee Ret 2 fire ----- def ----- Resists +30% nature +12% darkness Spell.save +14 (+4 eff.) Mind.save +9 (+3 eff.) Confus- +28% ---------- misc Max.stam +28.00 Rings make your fingers look great! |
pixie's stralite ring of warding pixie's stralite ring of warding0.1 T4 ring jewelry [Ego++] Arcane While equipped: Stats +5 Cun +4 Mag dps ---------- Spell.pwr +12 (+3 eff.) ----- def ----- Resists +25% acid +26% fire +20% lightning +22% cold Rings make your fingers look great! |
Exiler Exiler0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 107.25 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. |
painweaver's voratun ring of warding painweaver's voratun ring of warding0.1 T5 ring jewelry [Ego++] Arcane/Master While equipped: dps ---------- Phys.pwr +15 (+3 eff.) Spell.pwr +16 (+4 eff.) Mind.pwr +14 (+5 eff.) Dmg.mod +6% all ----- def ----- Resists +22% acid +27% fire +20% lightning +22% cold Rings make your fingers look great! |
voratun ring 'Glorowyn' voratun ring 'Glorowyn'0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +9 Str +8 Mag +2 Wil +5 Cun +8 Con dps ---------- Phys.pwr +13 (+3 eff.) Spell.pwr +12 (+3 eff.) ----- def ----- Resists +12% darkness +2% physical Die.at -40.00 life Silence- +44% Disarm- +10% ---------- misc Mana/turn +0.33 Rings make your fingers look great! |
elven-wood vilestaff 'Voidbloom' (25-30 power, 5 apr, blight element) elven-wood vilestaff 'Voidbloom' (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon [Rare] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Mag +7 Wil dps ---------- Spell.crit +13% Spell.pwr +22 (+6 eff.) Dmg.mod +25% blight +15% arcane Res.pen +15% arcane +15% fire ----- def ----- Resists +15% darkness Crit.chn- 15.80% ---------- misc Vim/s.crit +5.00 Max.vim +32.00 Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Eclipsepiety' (42-50 power, 6 apr, lightning element) dragonbone magestaff 'Eclipsepiety' (42-50 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Rare] Arcane Power 42.0 - 50.4 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Str +3 Con dps ---------- Spell.crit +5% Spell.pwr +17 (+4 eff.) Dmg.mod +42% lightning +31% arcane +9% light Res.pen +26% darkness +26% arcane Phasing +31% ---------- misc Max.P.En +15.00 Max.N.En +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen dragonbone vilestaff of might (30-36 power, 6 apr, darkness element) earthen dragonbone vilestaff of might (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Ego] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +15 (+4 eff.) Dmg.mod +30% darkness ----- def ----- Armour +8 Hardiness +6% Phys.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging dragonbone magestaff of warding (30-36 power, 6 apr, arcane element) surging dragonbone magestaff of warding (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Ego] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) S.pwr/crit +8 Dmg.mod +30% arcane ----- def ----- Armour +6 Defense +6 (+2 eff.) ---------- misc Wards +2 arcane Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)5.0 staff 1H weapon [Unique] Arcane A part of set. Power 0.0 - 0.0 Physical Uses 50% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) 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 (+3 eff.) Confus- +20% ---------- misc Max.mana +50.00 The bottom part of Telos' broken staff. |
hateful stralite battleaxe of rage (41-61 power, 3 apr) hateful stralite battleaxe of rage (41-61 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Master/Psionic Power 41.0 - 61.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +16 darkness Against +20% Living While equipped: Stats +9 Str dps ---------- Dmg.mod +16% physical Acc +14 (+4 eff.) Massive two-handed battleaxes. |
warbringer's stralite battleaxe (42-63 power, 3 apr) warbringer's stralite battleaxe (42-63 power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Master Power 42.0 - 63.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Phys.pwr +19 (+4 eff.) Res.pen +13% physical ----- def ----- Disarm- +21% Massive two-handed battleaxes. |
blazebringer's voratun battleaxe of torment (59-89 power, 4 apr) blazebringer's voratun battleaxe of torment (59-89 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego++] Nature/Psionic Power 59.5 - 89.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Crit.r2 +28 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- All.spd +5% Res.pen +26% fire Massive two-handed battleaxes. |
quick voratun battleaxe (57-85 power, 4 apr) quick voratun battleaxe (57-85 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Master Power 57.0 - 85.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +26 (+8 eff.) Massive two-handed battleaxes. |
Nerasebeth the Umbrarot (67-100 power, 4 apr) Nerasebeth the Umbrarot (67-100 power, 4 apr)5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Master/Psionic Power 67.0 - 100.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +19 mind On Crit.r2 +8 darkness On Hit: * 47% chance to reduce all saves and defense by 27 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +24 Wil +7 Cun +14 Con dps ---------- Phys.crit +21.0% Res.pen +25% arcane On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Max.HP +55.00 Massive two-handed mauls. |
flaming iron greatsword of massacre (22-36 power, 1 apr) flaming iron greatsword of massacre (22-36 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 22.5 - 36.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed swords. |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr) Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 50% Mag, 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr) Warmaster Gnarg's Murderblade (60-96 power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) 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 weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
Xyth (50-80 power, 23 apr) Xyth (50-80 power, 23 apr)3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Power 50.5 - 80.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +23 Crit +4.5% Atk.spd 100% Phasing +17% On Hit: * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +6% arcane Acc +10 (+3 eff.) On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Defense +14 (+4 eff.) Resists +5% arcane +9% acid Disarm- +47% Massive two-handed swords. |
balanced stralite greatsword of phasing (49-78 power, 31 apr) balanced stralite greatsword of phasing (49-78 power, 31 apr)3.0 T4 greatsword 2H weapon [Ego] Arcane/Master Power 49.0 - 78.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +31 Crit +4.5% Atk.spd 100% Phasing +20% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +19 (+5 eff.) Disarm- +50% Massive two-handed swords. |
Dethblyd (70-112 power, 18 apr) Dethblyd (70-112 power, 18 apr)3.0 T5 greatsword 2H weapon [Unique] Arcane/Master Power 70.0 - 112.0 Physical Uses 60% Mag, 130% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +18 Crit +20.0% Atk.spd 100% HP.leech +5% On Hit: * Increases all damage dealt, and reduces all damage taken, by 1%, stacking up to 10 times. Resets after 10 turns without attacking. While equipped: Stats +10 Str +8 Mag +5 Con ---------- misc Cooldown Draining Assault -1 Abduction -1 Detonating Charge -1 Masteries +0.10 Corruption/Torture +0.20 Corruption/Brutality +0.20 Corruption/Wrath Grushgore the Destroyer was as famous for his incredible brutality as he was for his childlike intelligence. He wasn't known for his subtlety of naming, but there's no denying the power of his massive sword. |
blazebringer's voratun greatsword of massacre (71-113 power, 4 apr) blazebringer's voratun greatsword of massacre (71-113 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego+] Nature/Master Power 71.0 - 113.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +41 fire While equipped: dps ---------- All.spd +9% Res.pen +34% fire Massive two-handed swords. |
elemental voratun greatsword of projection (62-100 power, 4 apr) elemental voratun greatsword of projection (62-100 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Arcane/Psionic Power 62.5 - 100.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 98 fire damage (1/turn) * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +31% fire Res.pen +24% fire Massive two-handed swords. |
truestriking voratun greatsword of ruin (62-100 power, 4 apr) truestriking voratun greatsword of ruin (62-100 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Master Power 62.5 - 100.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Crit.mult +16.00% Res.pen +16% physical Acc +17 (+5 eff.) Apr +26 Massive two-handed swords. |
hateful voratun longsword of erosion (42-59 power, 6 apr) hateful voratun longsword of erosion (42-59 power, 6 apr)3.0 T5 longsword 1H weapon [Ego] Nature/Psionic Power 42.5 - 59.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +20 nature +8 darkness Against +14% Living Sharp, long, and deadly. |
iron mace (14-19 power, 2 apr) iron mace (14-19 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 14.0 - 19.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
Ureslak's Femur (52-72 power, 5 apr) Ureslak's Femur (52-72 power, 5 apr)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 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) 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. |
flaming voratun mace (46-65 power, 6 apr) flaming voratun mace (46-65 power, 6 apr)3.0 T5 mace 1H weapon [Ego] Arcane Power 46.5 - 65.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +14 fire Blunt and deadly. |
Armyregondur (33-46 power, 5 apr) Armyregondur (33-46 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Nature Power 33.0 - 46.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +8 blight On Hit.r1 +21 mind On Crit.r2 +34 lightning +37 cold On Hit: * 21% chance to reduce armor by 37% While equipped: Stats +3 Wil dps ---------- Mov.spd +44% Res.pen +18% lightning +21% cold +15% acid ----- def ----- Resists +9% blight +12% acid Mind.save +15 (+4 eff.) ---------- misc Psi/ret +0.08 One-handed war axes. |
caustic stralite waraxe of erosion (30-42 power, 5 apr) caustic stralite waraxe of erosion (30-42 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Nature Power 30.0 - 42.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +12 nature On Crit.r2 +14 acid +25 nature While equipped: dps ---------- Res.pen +16% acid +9% nature Apr +11 One-handed war axes. |
hateful voratun waraxe of vileness (41-57 power, 6 apr) hateful voratun waraxe of vileness (41-57 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego] Arcane/Psionic Power 41.0 - 57.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +20 blight +12 darkness Against +12% Living On Hit: * 19% chance to reduce strength, dexterity, and constitution by 28 One-handed war axes. |
voratun waraxe of shearing (41-58 power, 6 apr) voratun waraxe of shearing (41-58 power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Master Power 41.5 - 58.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Res.pen +11% all Acc +15 (+5 eff.) Apr +7 One-handed war axes. |
Swordbreaker (25-32 power, 20 apr) Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Mag, 50% Cun Acc+ +0.2% crit chance (max 25%) 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 (+5 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. |
arcing voratun dagger of massacre (47-61 power, 9 apr) arcing voratun dagger of massacre (47-61 power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Arcane/Master Power 47.5 - 61.8 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 98 damage Sharp, short and deadly. |
hungering vined mindstar of disruption (5-5 power, 18 apr, nature damage) hungering vined mindstar of disruption (5-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Disrupt/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Against +13% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Hate/kill +2.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 84.57 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 20 cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative pulsing mindstar of balance (13-14 power, 32 apr, mind damage) creative pulsing mindstar of balance (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 13.0 - 14.3 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Mind.crit +4% Crit.mult +18.00% Mind.pwr +8 (+3 eff.) ----- def ----- Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +8 (+3 eff.) ---------- misc Equi/ret +1.80 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
living mindstar of balance (16-17 power, 40 apr, nature damage) living mindstar of balance (16-17 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego] Nature Power 16.0 - 17.6 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+2 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +2.40 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
dragonbone longbow of enduring dragonbone longbow of enduring4.0 T5 longbow 2H weapon [Ego+] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +12 Con +23 Wil ----- def ----- Max.HP +108.00 Longbows are used to shoot arrows at your foes. |
Nightstake the drakeskin leather sling Nightstake the drakeskin leather sling4.0 T5 sling 1H weapon [Rare] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +12 darkness On Crit.r2 +85 fire On Hit: * 21 arcane resource burn While equipped: Stats +2 Str +3 Cun +6 Con dps ---------- All.spd +11% Res.pen +25% fire On Hit (Ranged): * 20% chance to reduce all saves and defense by 27 ----- def ----- Resists +18% light ---------- misc Light +3 Slings are used to hurl stones or metal shots at your foes. |
mighty steel steamgun of recursion mighty steel steamgun of recursion4.0 T2 steamgun 1H weapon Reqs Steam Pool [Ego+] Arcane/Master/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+2 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
stormbringer's stralite steamgun stormbringer's stralite steamgun4.0 T4 steamgun 1H weapon Reqs Steam Pool [Ego+] Nature/Steamtech Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Apr +12 Atk.spd 100% Range +9 Proj.spd +600% On Crit.r2 +30 lightning +32 cold Uses 2.0 Steam While equipped: dps ---------- Mov.spd +27% Res.pen +17% lightning +13% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Frozen Shards (25/25, 32-38 power, 15 apr) Frozen Shards (25/25, 32-38 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Ice Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 On Hit: * bursts into an icy cloud In this dark blue pouch lie several small orbs of ice. A strange vapour surrounds them, and touching them chills you to the bone. |
sentry's pouch of stralite shots of amnesia (46/46, 52-62 power, 12 apr) sentry's pouch of stralite shots of amnesia (46/46, 52-62 power, 12 apr)3.0 T4 shot ammo [Ego++] Arcane/Psionic Power 52.0 - 62.4 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +12 Crit +5.5% Capacity 46 Rld cld 3 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
Sanguine Shield (0 def, 15 armour, 40-48 power, 220 block) Sanguine Shield (0 def, 15 armour, 40-48 power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 40.0 - 48.0 Physical Uses 50% Mag, 120% Str Acc+ +2.0% proc dam (max 200%) Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
coruscating stralite shield of cold resistance (+14%) (0 def, 8 armour, 46-55 power, 144 block) coruscating stralite shield of cold resistance (+14%) (0 def, 8 armour, 46-55 power, 144 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 46.0 - 55.2 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +144 Melee+ +16 fire While equipped: Stats +4 Str dps ---------- Melee Ret 22 fire ----- def ----- Armour +8 Fatigue +8% Resists +19% cold +14% fire ---------- misc Talents +1 Block Handheld deflection devices. |
corrosive voratun shield (0 def, 10 armour, 66-79 power, 202 block) corrosive voratun shield (0 def, 10 armour, 66-79 power, 202 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 66.5 - 79.8 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +202 Melee+ +16 acid While equipped: Stats +5 Con dps ---------- On Melee Ret: * 16% chance to reduce armor by 37% ----- def ----- Armour +10 Fatigue +8% Resists +16% acid ---------- misc Talents +1 Block Handheld deflection devices. |
slimy cashmere robe of life (0 def, 0 armour) slimy cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature/Disrupt While equipped: dps ---------- On Melee Ret: * 5% chance to slow global speed by 54% * 5 arcane resource burn ----- def ----- Resists +8% blight +11% all Max.HP +56.00 HP.reg +2.60 Heal.mod +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven elven-silk robe of the mind (+19%) (0 def, 0 armour) mindwoven elven-silk robe of the mind (+19%) (0 def, 0 armour)2.0 T5 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +5 (+2 eff.) Dmg.mod +19% mind ----- def ----- Resists +19% mind +15% all Mind.save +22 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating drakeskin leather armour of fire resistance (20 def, 8 armour) rejuvenating drakeskin leather armour of fire resistance (20 def, 8 armour)9.0 T5 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +20% fire HP.reg +7.30 ---------- misc Stam/turn +2.10 A suit of armour made of leather. |
troll-hide drakeskin leather armour of alacrity (20 def, 8 armour) troll-hide drakeskin leather armour of alacrity (20 def, 8 armour)9.0 T5 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Max.HP +55.00 HP.reg +10.40 Heal.mod +16% A suit of armour made of leather. |
Infernovault (46 def, 16 armour) Infernovault (46 def, 16 armour)14.0 T4 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Spell.pwr +15 (+4 eff.) Melee Ret 6 blight 6 fire ----- def ----- Armour +16 Defense +46 (+12 eff.) Fatigue +12% Resists +18% fire Crit.chn- 15.00% Phys.save +6 (+2 eff.) Mind.save +22 (+6 eff.) ---------- misc Mana/turn +0.08 Vim/s.crit +2.11 Max.mana +105.36 A suit of armour made of mail. |
cleansing stralite mail armour of command (16 def, 14 armour) cleansing stralite mail armour of command (16 def, 14 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Disrupt/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +14 Defense +16 (+4 eff.) Fatigue +12% Resists +14% nature +15% blight Mind.save +16 (+5 eff.) A suit of armour made of mail. |
impenetrable stralite mail armour (4 def, 25 armour) impenetrable stralite mail armour (4 def, 25 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +25 Defense +4 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 31.51 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Monolith Armour (40 def, 50 armour) Monolith Armour (40 def, 50 armour)17.0 T5 massive armor Reqs Massive armour training Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag dps ---------- Spell.pwr +25 (+6 eff.) ----- def ----- Armour +50 Defense +40 (+10 eff.) Fatigue +70% Resists +10% all Phys.save +35 (+10 eff.) Spell.save +35 (+11 eff.) Max.HP +270.00 HP.reg +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
The Black Plate (25 def, 35 armour) The Black Plate (25 def, 35 armour)17.0 T5 massive armor Reqs Massive armour training [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con ----- def ----- Armour +35 Defense +25 (+7 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+5 eff.) Spell.save +25 (+8 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat ShadowPwr +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
voratun plate armour 'Taintspar' (0 def, 16 armour) voratun plate armour 'Taintspar' (0 def, 16 armour)17.0 T5 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Melee Ret 8 temporal On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Armour +16 Fatigue +22% Resists +26% acid +5% arcane +6% lightning Mind.save +6 (+2 eff.) Max.HP +175.00 HP.reg +22.00 Heal.mod +38% Knockbk- +20% A suit of armour made of metal plates. |
Mighty Girdle Mighty Girdle1.0 T1 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. |
Polossra the Chargestreak Polossra the Chargestreak1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +3 (+1 eff.) Melee Ret 2 lightning ----- def ----- Armour +2 Defense +30 (+8 eff.) Mind.save +13 (+4 eff.) Confus- +10% A belt that goes around your waist. |
Toruharakor Toruharakor1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Cun ----- def ----- Resists +6% blight HP.reg +0.90 Heal.mod +11% Poison- +20% Teleport- +10% A belt that goes around your waist. |
Uridin Uridin1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Dex +2 Wil dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +4 Resists +21% lightning Spell.save +9 (+3 eff.) Silence- +20% Disarm- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Size +1 A belt that goes around your waist. |
hardened leather belt 'Floestar' hardened leather belt 'Floestar'1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +11.0% Mind.crit +11% Dmg.mod +12% light Res.pen +10% light +20% cold On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Resists +12% light +30% cold ---------- misc Light +2 A belt that goes around your waist. |
Porariath the Ebonyvault Porariath the Ebonyvault1.0 T5 belt armor [Rare] Arcane While equipped: Stats +5 Dex +11 Mag +11 Wil dps ---------- Spell.crit +6% Crit.mult +15.00% Phys.pwr +15 (+3 eff.) Dmg.mod +9% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +16 Defense +25 (+7 eff.) Phys.save +12 (+4 eff.) A belt that goes around your waist. |
Samolar the drakeskin leather belt Samolar the drakeskin leather belt1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +19 (+4 eff.) Dmg.mod +6% mind ----- def ----- Resists +8% acid +6% temporal +3% darkness +9% fire +6% mind +7% cold +6% nature +10% lightning Phys.save +11 (+3 eff.) Spell.save +10 (+3 eff.) ---------- misc Size +2 A belt that goes around your waist. |
drakeskin leather belt drakeskin leather belt1.0 T5 belt armor [Normal] A belt that goes around your waist. |
enveloping linen cloak (7 def, 0 armour) enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+2 eff.) Phys.save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Pyreveil' (7 def, 0 armour) linen cloak 'Pyreveil' (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Mind.crit +1% Crit.mult +10.00% Res.pen +10% fire ----- def ----- Defense +7 (+2 eff.) Phys.save +5 (+1 eff.) ---------- misc Equi/ret +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Toldir' (1 def, 6 armour) linen cloak 'Toldir' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% temporal +15% cold Die.at -60.00 life ---------- misc Max.hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Airraven' (2 def, 0 armour) cashmere cloak 'Airraven' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +3% mind ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning Mind.save +6 (+2 eff.) Max.HP +42.00 ---------- misc Max.hate +8.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak of mindcraft (3 def, 0 armour) elven-silk cloak of mindcraft (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +7% ----- def ----- Defense +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick elven-silk cloak of the Shaloren (3 def, 11 armour) thick elven-silk cloak of the Shaloren (3 def, 11 armour)2.0 T5 cloak armor [Ego] Arcane/Master While equipped: Stats +3 Mag +3 Wil ----- def ----- Armour +11 Defense +3 (+1 eff.) Resists +22% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glimmerbender (0 def, 1 armour) Glimmerbender (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +9% light +6% cold Res.pen +10% light Apr +4 ----- def ----- Armour +1 Resists +3% light A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 42% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Aetherwalk (6 def, 0 armour) Aetherwalk (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 255 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 24 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Hanimas the Morningfiend (0 def, 5 armour) Hanimas the Morningfiend (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Master While equipped: Stats +8 Str +6 Dex +8 Con +14 Lck dps ---------- Dmg.mod +9% physical Res.pen +15% light +10% lightning Melee Ret 8 lightning ----- def ----- Armour +5 Resists +3% light Stealth +14 ---------- misc Stam/turn +1.00 Max.stam +27.00 Light +3 Size +1 A pair of boots made of leather. |
Tarradar the Flashream (20 def, 5 armour) Tarradar the Flashream (20 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +11 Cun +11 Con dps ---------- Spell.pwr +10 (+3 eff.) Res.pen +15% fire Melee Ret 4 fire ----- def ----- Armour +5 Defense +20 (+5 eff.) Resists +3% acid Crit.chn- 15.00% Phys.save +44 (+12 eff.) Mind.save +49 (+13 eff.) Die.at -40.00 life A pair of boots made of leather. |
Aerymina the pair of iron boots (0 def, 3 armour) Aerymina the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 2 acid On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Armour +3 Fatigue -3% Crit.chn- 10.00% Phys.save +5 (+1 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ulfaran the pair of dwarven-steel boots (0 def, 4 armour) Ulfaran the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +6% light +5% arcane Crit.chn- 15.00% Mind.save +9 (+3 eff.) Max.HP +60.00 ---------- misc Stam/turn +0.60 Max.stam +27.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Dairydas' (0 def, 4 armour) pair of dwarven-steel boots 'Dairydas' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Psionic While equipped: Stats +3 Mag +11 Wil +4 Con dps ---------- Mind.pwr +5 (+2 eff.) Mov.spd +10% Dmg.mod +9% mind Res.pen +8% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Armour +4 Fatigue -3% Max.HP +35.00 ---------- misc Stam/turn +0.40 Psi/ret +0.16 Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Velokira' (0 def, 7 armour) pair of dwarven-steel boots 'Velokira' (0 def, 7 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Con +3 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +9% mind Res.pen +8% physical On Hit (Melee): * 10 arcane resource burn * 10% chance to slow global speed by 54% ----- def ----- Armour +7 Fatigue +3% Resists +10% lightning +10% temporal +5% arcane Spell.save +12 (+4 eff.) ---------- misc Infravis +1 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 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 48% (at 0 Hate) to 162% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 27 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. |
pair of voratun boots (0 def, 5 armour) pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +5 Fatigue +4% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 60.51 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Belydarin' (0 def, 2 armour) dwarven-steel gauntlets 'Belydarin' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 7 cold Dmg.mod +6% blight +4% cold +3% arcane Res.pen +5% blight Acc +11 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +12% acid +6% cold +10% darkness Phys.save +5 (+1 eff.) Mind.save +6 (+2 eff.) Disarm- +22% ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Duskpanic (0 def, 3 armour) Duskpanic (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +10 Wil dps ---------- Crit.mult +21.07% Phys.pwr +20 (+4 eff.) Mind.pwr +30 (+10 eff.) Dmg.mod +31% blight On Hit (Melee): * 21% chance to reduce damage dealt by 22% ----- def ----- Armour +3 Fatigue +5% ---------- misc Hate/m.crit +5.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Ruthless Grip (0 def, 5 armour) Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Level 3.0 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 19.84 mind and 18.40 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 18% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 17. Terrified: Deals 4.34 mind and 4.02 darkness damage per turn and increases cooldowns by 29%. Haunted: Causes the target to suffer 7.88 mind and 7.31 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
eldritch linen wizard hat of knowledge (1 def, 0 armour) eldritch linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Spell.pwr +6 (+2 eff.) Mind.pwr +4 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/turn +1.20 Mana/ret +1.00 Max.mana +46.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
linen wizard hat 'Harychik' (1 def, 0 armour) linen wizard hat 'Harychik' (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Melee Ret 6 mind ----- def ----- Defense +1 (+1 eff.) Phys.save +8 (+2 eff.) ---------- misc Equi/ret +0.12 Max.stam +10.00 A pointy cloth hat, very wizardly... |
mindwoven linen wizard hat (1 def, 0 armour) mindwoven linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Psi/turn +0.11 A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
werebeast's drakeskin leather cap of absorption (0 def, 5 armour) werebeast's drakeskin leather cap of absorption (0 def, 5 armour)2.0 T5 head armor [Ego+] Nature While equipped: Stats +6 Str +5 Dex +5 Cun +6 Con ----- def ----- Armour +5 Fatigue +5% ---------- misc Stam/ret +2.30 Equi/ret +2.60 A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
dwarven-steel helm 'Durelathafang' (0 def, 4 armour) dwarven-steel helm 'Durelathafang' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +2 Str +2 Mag +4 Wil +3 Con dps ---------- Crit.mult +15.00% Spell.pwr +5 (+1 eff.) Dmg.mod +6% temporal ----- def ----- Armour +4 Fatigue +4% Resists +6% blight Phys.save +22 (+7 eff.) Mind.save +14 (+4 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Dragon-helm of Kroltar (5 def, 9 armour) Dragon-helm of Kroltar (5 def, 9 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck dps ---------- Dmg.mod +10% physical +10% fire ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +10% ---------- misc Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Level 3.0 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 38%) for 3 turns. The sound wave is so strong, your foes also take 172.42 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
10 agate 10 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst 5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 onyx 7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet 4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.0 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. |
3 sapphire 3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 jade 4 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby 4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.0 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. |
3 fire opal 3 fire opal0.0 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. |
pearl pearl0.0 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. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
751 alchemist agate 751 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
49 alchemist bloodstone 49 alchemist bloodstone0.0 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. |
Manyyon the brass lantern Manyyon the brass lantern2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +20 (+4 eff.) Dmg.mod +6% light Melee Ret 6 physical ----- def ----- Resists +7% darkness Affinity +5% light Phys.save +9 (+3 eff.) ---------- misc Light +5 Infravis +3 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 205.83 light damage. At talent level 3 you gain 28% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(102 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal alchemist's lamp of the sun ethereal alchemist's lamp of the sun0.0 T3 lite [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +7% light ----- def ----- Resists +7% darkness Affinity +5% light ---------- misc Light +7 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 205.83 light damage. At talent level 3 you gain 28% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Imp Claw Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 180.04 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Gebar [power 180] (15 cooldown) Gebar [power 180] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +7 Str +5 Dex +3 Con dps ---------- Res.pen +20% physical ----- def ----- Resists +6% cold Die.at -40.00 life ---------- misc Max.stam +30.00 Blast the opponent's mind dealing 223 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing stralite torque of psionic shield [power 119] (25 cooldown) cleansing stralite torque of psionic shield [power 119] (25 cooldown)2.0 T4 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 119 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
elm wand of shielding [power 110] (20 cooldown) elm wand of shielding [power 110] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
It Which Writhes It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Josephine the Cornac Sun Paladin level 37
72nd Dusk 123rd year of Ascendancy at 02:36 see stats
By Josephine the Cornac Sun Paladin level 37
70th Dusk 123rd year of Ascendancy at 05:47 see stats
By Josephine the Cornac Sun Paladin level 40
54th Haze 123rd year of Ascendancy at 18:17 see stats
By Josephine the Cornac Sun Paladin level 34
61st Dusk 123rd year of Ascendancy at 23:12 see stats
By Josephine the Cornac Sun Paladin level 46
7th Allure 124th year of Ascendancy at 08:54 see stats
By Josephine the Cornac Sun Paladin level 25
43rd Regrowth 123rd year of Ascendancy at 15:08 see stats
By Josephine the Cornac Sun Paladin level 38
4th Haze 123rd year of Ascendancy at 04:13 see stats
By Josephine the Cornac Sun Paladin level 34
63rd Dusk 123rd year of Ascendancy at 03:46 see stats
By Josephine the Cornac Sun Paladin level 23
31st Regrowth 123rd year of Ascendancy at 04:38 see stats
By Josephine the Cornac Sun Paladin level 26
45th Regrowth 123rd year of Ascendancy at 16:02 see stats
By Josephine the Cornac Sun Paladin level 28
58th Regrowth 123rd year of Ascendancy at 05:14 see stats
By Josephine the Cornac Sun Paladin level 32
24th Dusk 123rd year of Ascendancy at 03:51 see stats
By Josephine the Cornac Sun Paladin level 42
55th Haze 123rd year of Ascendancy at 04:17 see stats
By Josephine the Cornac Sun Paladin level 44
2nd Allure 124th year of Ascendancy at 08:05 see stats
By Josephine the Cornac Sun Paladin level 10
41st Dusk 122nd year of Ascendancy at 13:07 see stats
By Josephine the Cornac Sun Paladin level 20
78th Haze 122nd year of Ascendancy at 16:29 see stats
By Josephine the Cornac Sun Paladin level 30
43rd Pyre 123rd year of Ascendancy at 05:33 see stats
By Josephine the Cornac Sun Paladin level 40
52nd Haze 123rd year of Ascendancy at 21:15 see stats
By Josephine the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 22:21 see stats
By Josephine the Cornac Sun Paladin level 35
65th Dusk 123rd year of Ascendancy at 23:44 see stats
By Josephine the Cornac Sun Paladin level 21
23rd Regrowth 123rd year of Ascendancy at 21:34 see stats
By Josephine the Cornac Sun Paladin level 39
4th Haze 123rd year of Ascendancy at 06:00 see stats
By Josephine the Cornac Sun Paladin level 11
59th Dusk 122nd year of Ascendancy at 03:19 see stats
By Josephine the Cornac Sun Paladin level 22
24th Regrowth 123rd year of Ascendancy at 17:11 see stats
By Josephine the Cornac Sun Paladin level 6
14th Dusk 122nd year of Ascendancy at 03:36 see stats
By Josephine the Cornac Sun Paladin level 47
25th Regrowth 124th year of Ascendancy at 10:41 see stats
By Josephine the Cornac Sun Paladin level 7
17th Dusk 122nd year of Ascendancy at 08:23 see stats
By Josephine the Cornac Sun Paladin level 43
79th Haze 123rd year of Ascendancy at 13:15 see stats
By Josephine the Cornac Sun Paladin level 24
33rd Regrowth 123rd year of Ascendancy at 08:40 see stats
By Josephine the Cornac Sun Paladin level 17
42nd Haze 122nd year of Ascendancy at 11:36 see stats
By Josephine the Cornac Sun Paladin level 46
1st Regrowth 124th year of Ascendancy at 08:52 see stats
By Josephine the Cornac Sun Paladin level 35
68th Dusk 123rd year of Ascendancy at 18:19 see stats
Log
Grushnak, Battlemaster of the Pride performs a melee critical strike against Josephine!
Josephine is dazed!
Grushnak, Battlemaster of the Pride hits Josephine for 92 physical damage.
Melee retaliation hits Grushnak, Battlemaster of the Pride for 2 light, 1 cold, 15 light (20 total damage).
Grushnak, Battlemaster of the Pride stops burning.
The One That Hunts casts Twisted Evolution.
Josephine has stopped time!
Josephine casts Mark of Light.
Aeruletha the orc warrior is marked by light!
Josephine uses Assault.
Josephine misses Aeruletha the orc warrior.
Aeruletha the orc warrior uses Shadow Shot.
Talent Wave of Power is ready to use.
Searing Sight hits Aeruletha the orc warrior for 17 light damage.
Searing Sight hits The One That Hunts for 0 light damage.
Searing Sight hits Grushnak, Battlemaster of the Pride for 12 light damage.
Josephine is surrounded by a thick smoke.
Josephine is not dazed anymore.
Aeruletha the orc warrior's Shadow Shot hits Josephine for 126 physical, 13 fire (139 total damage).
The One That Hunts casts Crumble.
Wall turns into floor.
Wall turns into floor.
Wall turns into floor.
Wall turns into floor.
Wall turns into floor.
Wall turns into floor.
Wall turns into floor.
The One That Hunts hits Josephine for 209 darkness damage.
Josephine the level 48 cornac sun paladin was shadowed to death by a The One That Hunts on level 3 of Grushnak Pride.