












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 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:
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:
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: 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 Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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 | Madness Roguelike |
Sex | Male |
Race | Cornac |
Class | Oozemancer |
Level / Exp | 50 / 7738% |
Size | big |
Lifes / Deaths | Killed by Neruldata the orc mage-hunter at level 50 on the 71st Regrowth 124th year of Ascendancy at 14:36 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 150 (base 65) |
Dexterity | 75 (base 57) |
Constitution | 139 (base 63) |
Magic | 77 (base 63) |
Willpower | 234.63875037835 (base 100) |
Cunning | 166.32984379729 (base 100) |
Resources
Life | 2910/2910 |
Stamina | 689/689 |
Equilibrium | 126 |
Healing Factor | 1.6790365907082 |
Regeneration | 132.4037202065 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +150.5% |
Vision
Sight | 10 |
Lite | 10.47995535692 |
Infravision | 17 |
See Stealth | 153.48587964446 |
See Invisible | 153.48587964446 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 348 |
Accuracy | 100 |
Crit Chance | 105% |
APR | 215 |
Speed | 1.00 |
Offense: Offhand
Damage | 384 |
Accuracy | 100 |
Crit Chance | 103% |
APR | 262 |
Speed | 1.00 |
Offense: Spell
Spellpower | 16.6 |
Crit Chance | 54% |
Speed | 1 |
Offense: Mind
Mindpower | 150 |
Crit Chance | 100% |
Speed | 1 |
Offense: Damage Bonus
Acid | +93% |
Light | +41% |
Nature | +123% |
Blight | +28% |
Physical | +35% |
Fire | +124% |
All | +20% |
Offense: Damage Penetration
Lightning | +45% |
Acid | +118% |
Nature | +176% |
Darkness | +45% |
Cold | +40% |
Physical | +89% |
Fire | +25% |
All | +25% |
Defense: Base
Armour (hardiness) | 51 (89.687909656376%) |
Defense | 90 |
Ranged Defense | 90 |
Fatigue | 0 |
Physical Save | 73 |
Spell Save | 125 |
Mental Save | 84 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 70%( 70%) |
All | + 57%( 70%) |
Physical | + 68%( 70%) |
Lightning | + 70%( 70%) |
Light | + 67%( 70%) |
Temporal | + 66%( 70%) |
Mind | + 64%( 70%) |
Darkness | + 70%( 70%) |
Fire | + 66%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 93% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 100% |
Poison Resistance | 93% |
Blind Resistance | 93% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 987 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1455% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 33% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 6 each turn for 4 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 801 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Oozing blades | 4.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Corrosive blades | 4.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 4.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Moss | 4.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Eyal's fury | 5.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Slime | 4.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Ooze | 4.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 4.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mucus | 4.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 4.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 3.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 3.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 4.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 4.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Scoundrel | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 4.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Through The Crowd |
talent | Unstoppable Nature |
talent | Psiblades |
talent | Mitosis |
talent | Antimagic Shield |
talent | Daunting Presence |
talent | Acidic Soil |
talent | Elemental Harmony |
talent | Acidic Skin |
talent | Range Amplification Device |
beneficial effect | The target is able to burrow into walls, and additionally has 129 more APR and 64% more physical resistance penetration. Burrow |
beneficial effect | Increases physical save, spell save, and mental save by 20. Global speed increased by 6%. Through The Crowd |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers but not in time to save any of the captive Krogs. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | failed |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +8. | done |
You failed to protect the injured seer from death by Glenne the skeleton archer. Escort: injured seer (level 2 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Gloryminor the cave troll. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Willpower by +8. | done |
You failed to protect the lone alchemist from death by Emywe the skeleton warrior. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lost soldier to the recall portal on level 1 of Daikara. Escort: lost soldier (level 1 of Daikara)As a reward you improved Constitution by +8. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.90). | done |
You successfully escorted the lost wyrmic to the recall portal on level 2 of Trollmire. Escort: lost wyrmic (level 2 of Trollmire)As a reward you gained talent category Wild-gift / Venom drake aspect (at mastery 0.90). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Willpower by +8. | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire 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. Limmir told you to look for the Valley of the Moon in the southern mountains. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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: 4786. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * 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. | done |
Thanks to your timely aid, Stire of Derth is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? Slasul bound his lifeforce to yours and gave your a powerful trident in return. * You have sided with Slasul and killed Ukllmswwik. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
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 your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+0 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+2 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Light source | ![]() 1.0 Encumbrance T5 lite [Rare] Psionic While equipped: Stats +6 Wil offense ------ Damage +21% light Ignore resists +20% darkness +20% lightning When Hit 8 lightning 33 mind 8 light On-Hit (Melee): * 30% chance to reduce damage dealt by 51% defense ------ Resistance +7% mind +27% lightning other ------- EQ when Hit +0.28 Max psi +70.00 Light +9 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +3 Dex +12 Wil +9 Cun +3 Con offense ------ Mindpower +6 (+0 eff.) Damage +20% nature +18% acid Ignore resists +25% nature On-Hit (Melee): * 27% chance to slow global speed by 96% defense ------ Defense +3 (+1 eff.) Resistance +27% acid +36% nature +3% light A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 Encumbrance T5 hands armor [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +15% Mindpower +12 (+1 eff.) Damage +25% nature Ignore resists +25% nature defense ------ Armor +8 Defense +6 (+1 eff.) Spell save +15 (+2 eff.) Life +100.00 other ------- Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 300.00 arcane damage and stunned). Uses 28 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con offense ------ Mindpower +7 (+0 eff.) Damage +20% nature defense ------ Resistance +20% blight +20% nature Healmod +25% other ------- Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 3 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] While equipped: Stats +4 Str +3 Dex +2 Wil +2 Cun +4 Con offense ------ Damage +27% acid On-Hit (Melee): * 10% chance to slow global speed by 96% On-Hit (Ranged): * 11% chance to slow global speed by 96% defense ------ Resistance +9% acid Spell save +11 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Wil +13 Cun +6 Lck offense ------ Physical Power +17 (+1 eff.) Spellpower +15 (+1 eff.) Mindpower +31 (+3 eff.) Damage +3% acid +7% all Ignore resists +15% cold When Hit 8 acid On-Hit (Melee): * 20% chance to slow global speed by 96% defense ------ Resistance +3% lightning All That Glitters: (Instant) Effective talent level: 2.5 Power cost 9 out of 30/30. Range melee/personal Cooldown: 26 Travel.spd instantaneous Description: Call upon the power of your wealth to empower your magic, gaining 100.00 spellpower for 10 turns. You gain 1 spell power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T5 amulet jewelry [Unique] While equipped: Stats +40 Con defense ------ Armor +4 Resistance +10% darkness +10% blight +10% cold +25% nature +4% all Crit Resistance 23.00% Affinity +15% nature Life Regen +2.00 Healmod +30% Stun Resist +30% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Disrupt Weapon Damage 17.0 - 18.7 Nature slow Uses 173% Wil, 50% Mag, 80% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +79 Critical Rate +7.0% Attack Speed 100% On-hit +30 manaburn arcane While equipped: Stats +5 Cun +16 Wil offense ------ Mind Crit +8% Mindpower +32 (+4 eff.) Damage +18% nature +15% acid defense ------ Resistance +12% arcane +12% blight Spell save +15 (+2 eff.) other ------- Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Effective talent level: 3.5 Power cost 6 out of 20/20. Range 10 Cooldown: 26 Travel.spd 800% of base Description: Spit slime at your target doing 279.98 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Around waist | ![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+1 eff.) other ------- Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In off hand | ![]() 3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Disrupt Weapon Damage 22.0 - 24.2 Nature Uses 200% Wil, 50% Mag, 53% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +126 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +27 Wil offense ------ Mind Crit +9% Mindpower +48 (+6 eff.) Damage +20% nature +10% acid Ignore resists +20% nature +10% acid defense ------ Resistance +25% blight +15% nature other ------- Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Effective talent level: 4.5 Power cost 9 out of 30/30. Range melee/personal Cooldown: 8 Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 11, doing 342.99 slime damage for 20 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Cloak | ![]() 2.0 Encumbrance T5 cloak armor [Unique] Psionic While equipped: Stats +4 Dex +8 Wil +6 Cun offense ------ Physical Crit +10.0% Mind Crit +10% Mindpower +20 (+2 eff.) On-Hit 30 mind 30 darkness Damage +4% all When Hit 30 mind 30 darkness defense ------ Defense +14 (+3 eff.) Resistance +10% darkness +10% mind Mind save +10 (+2 eff.) Stealth +12 other ------- Hate/kill +5.00 Talents +5 Dark Vision Masteries +0.30 Cursed/Gloom +0.30 Cursed/Darkness On Mind Hit: 10% Creeping Darkness level 3 Forget the moons, the starry sky, The warm and greeting sheen of sun, The rays of light will never reach inside, The heart which wishes that it be unseen. |
Main armor | ![]() 9.0 Encumbrance T5 light armor [Unique] Nature/Disrupt While equipped: offense ------ Mindpower +10 (+1 eff.) defense ------ Armor +10 Defense +10 (+2 eff.) Fatigue +20% Resistance +20% lightning +20% temporal +20% light +20% fire +20% nature +10% all +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell save +20 (+3 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Inventory
![]() 0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 552 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 485 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. |
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 9 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 1306.27 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 21 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. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 16 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, 4 darkness, 5 blight, 3 fire, 5 arcane, 3 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ardent Watcher Ardent Watcher0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Master While equipped: Stats +2 Mag +5 Wil offense ------ Against +18% Demon other ------- Telepathy Demon Telepath range +10 Masteries +0.10 Technique/Conditioning +0.13 Wild-gift/Moss Remnant from an order obsessed with watching the skies for the demon menace, they failed to prepare for more terrestrial threats. |
Bloodfire Whorl Bloodfire Whorl0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Master While equipped: offense ------ Spellpower/crit +4 When Hit 9 fire defense ------ Resistance +5% arcane +5% lightning other ------- Mana-on-crit +2.00 Max mana +10.00 Talents +1 Inner Flame Masteries +0.10 Cunning/Survival +0.10 Wild-gift/Fungus Inner Flame: The magic in your blood and fire in your heart empowers you, increasing Fire Resistance by 147.14%, Fire Affinity by 93.64%, and Fire Damage by 171.67%. This bonus is based on your current life and Magic stat A mesmerizing orange gem is set into this silver necklace. The spiralling glow within seems to pulse in tune with your heartbeat. |
![]() 2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+4 eff.) Spell save +15 (+2 eff.) Mind save -7 (-2 eff.) Life +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. |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Spell Crit +8% Spellpower +7 (+0 eff.) Damage +10% fire -5% cold defense ------ Resistance +20% fire -20% cold Affinity +30% fire Blind Resist +40% On Spell Hit: 10% Volcano level 3 A choker made of pure flame, casting forever shifting patterns around the neck of its wearer. Its fire seems to not harm the wearer. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 304 strength, based on Magic) for 5 turns. Uses 7 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+1 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+7 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind level 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 Encumbrance T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con defense ------ Teleport Resist +100% Teleport: Effective talent level: 5.5 Power cost 10 out of 36/36. Range 10 Cooldown: 26 Travel.spd instantaneous Is: a spell Description: Teleports you randomly within a large range (117). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun +4 Dex offense ------ Mindpower +30 (+3 eff.) Ignore resists +20% darkness defense ------ Resistance +10% acid +2% physical Spell save +12 (+2 eff.) Silence Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Psi when Hit +0.24 Amulets make your neck look great! |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +8 (+0 eff.) Damage +8% light +8% darkness Ignore resists +15% light +15% darkness defense ------ Resistance +10% light +10% darkness Max Resistance +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Effective talent level: 4.5 Power cost 9 out of 60/60. Range melee/personal Cooldown: 17 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 9 light damage to everyone else who enters. The circle lasts 5 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane/Psionic While equipped: defense ------ Resistance -25% light Max Resistance -25% light Blind Resist +100% Confus Resist +50% other ------- Infravision +3 Telepathy Horror Telepath range +10 Arcane Eye: (Instant) Effective talent level: 3.5 Power cost 17 out of 60/60. Range melee/personal Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 20 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 7 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() 0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: Stats +4 Wil offense ------ Damage +10% temporal defense ------ Resistance +20% temporal Max Resistance +5% temporal other ------- Spell cooldown 10% Time Stop: Effective talent level: 2.5 Power cost 14 out of 80/80. Range melee/personal Cooldown: 33 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. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +12 (+1 eff.) Damage +12% cold When Hit 10 cold defense ------ Resistance +25% cold Pierce Iceblocks +20% Stun Resist +30% other ------- Talents +2 Shivgoroth Form Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() 0.1 Encumbrance T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con defense ------ Physical save +18 (+4 eff.) Mind save +18 (+3 eff.) Pinning Resist +100% other ------- Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Effective talent level: 5.5 Power cost 3 out of 48/48. Range melee/personal Cooldown: 6 Travel.spd instantaneous Description: Release a powerful shout, doing 243.14 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
![]() 0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex +10 Mag +4 Wil +3 Cun +10 Con offense ------ Mind Crit +5% Mindpower +10 (+1 eff.) Ignore resists +10% arcane When Hit 8 mind defense ------ Physical save +42 (+10 eff.) Spell save +17 (+3 eff.) Mind save +21 (+4 eff.) Life +80.00 Life Regen +9.00 other ------- EQ when Hit +0.08 Amulets make your neck look great! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 3 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. |
Baleful Band Baleful Band0.1 Encumbrance T2 ring jewelry [Unique] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Physical Power +5 (+0 eff.) Spellpower +5 (+0 eff.) Mindpower +6 (+0 eff.) defense ------ Resistance +18% darkness Mind save +6 (+1 eff.) other ------- Hate when Hit +1.00 Max hate +6.00 Hateful Whisper: Effective talent level: 2.5 Power cost 7 out of 30/30. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 502 Mind damage and spreads amongst your foes, dealing damage and feeding you 2.9 Hate for each new victim. Each turn for 1 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 24% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. This ring of blackened stone shimmers with a malicious violet light. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+2 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 35.67 cold and 40.12 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 17 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Damage +25% lightning +25% fire +25% arcane +25% cold Ignore resists +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil offense ------ Damage +5% physical defense ------ Armor +5 Resistance +5% physical Physical save +12 (+3 eff.) Knockbk Resist +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +3% defense ------ Spell save +7 (+1 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+0 eff.) Damage +10% darkness +10% cold defense ------ Resistance +10% darkness +10% cold Spell save +8 (+1 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck defense ------ Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Unlife -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spellpower +10 (+0 eff.) On-Hit 15 temporal Damage +15% temporal +10% physical defense ------ Resistance +15% temporal Anomaly Control +10 other ------- Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread level 2 Attempt to inflict 80.14 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 2 turn(s). Uses 9 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. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: offense ------ Physical Power +10 (+0 eff.) Damage +8% physical Accuracy +10 (+3 eff.) defense ------ Armor +10 Hardiness +20% Defense +5 (+1 eff.) Fatigue -15% Physical save +45 (+10 eff.) Confus Resist +50% other ------- Max mana -40.00 Max stamina +40.00 Cooldown Rush -6 The most prized treasure of the Battlemaster of the Pride, Grushnak. This gold ring is inscribed in the now lost orc tongue. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Psionic While equipped: Stats +8 Wil offense ------ Mindpower +12 (+1 eff.) defense ------ Resistance +25% mind Mind save +20 (+4 eff.) Confus Resist +40% other ------- Psi/turn +0.50 Masteries +0.20 Psionic/Mentalism On Mind Hit: 10% Mental Refresh level 1 When using a mental talent, gives a 10% chance to lower the current cooldowns of up to three of your wild gift, psionic, or cursed talents by three turns. Mental Shielding: (Instant) Effective talent level: 3.5 Power cost 9 out of 30/30. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. As long as you wear this ring, you will never forget who you are. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Master While equipped: Stats +3 Str +3 Dex +3 Con offense ------ Physical Crit +5.0% Physical Power +10 (+0 eff.) Ignore Armor +15 defense ------ Category Bonus +0.30 Technique A blade-edged ring that radiates power. As you put it on, strange thoughts of pain and destruction come to your mind. |
![]() 0.1 Encumbrance T5 ring jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +10 (+0 eff.) On-Hit 15 arcane Damage +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Ignore resists +10% arcane defense ------ Resistance +15% arcane Spell save +10 (+2 eff.) Silence Resist +30% other ------- Max mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex level 2 Manathrust: Effective talent level: 5.5 Power cost 2 out of 6/6. Range 10 Cooldown: 2 Travel.spd 2000% of base Is: a spell and usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 104.34 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane Weapon Damage 18.0 - 21.6 Physical Uses 160% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +12 (+1 eff.) Damage +15% darkness +15% physical +15% light +15% temporal other ------- Positive/turn +0.10 Negative/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+1 eff.) defense ------ Resistance +30% blight +30% nature Affinity +20% nature Spell save +15 (+2 eff.) other ------- Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 3 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 64.0 - 76.8 Physical Uses 190% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +10 Attack Speed 100% On-hit +10% confusion While equipped: offense ------ Spell Crit +18% Spellpower +12 (+1 eff.) Damage +20% physical Accuracy +7 (+2 eff.) other ------- Masteries +0.20 Spell/Staff combat Channel Staff: Effective talent level: 3.5 Power cost 3 out of 20/20. Range 10 Travel.spd 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 99% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
![]() 5.0 Encumbrance T3 staff 1H weapon [Unique] Arcane Weapon Damage 24.0 - 28.8 Fire Uses 175% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +27 (+1 eff.) Damage +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 5 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Weapon Damage 20.0 - 24.0 Arcane Uses 200% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spellpower +20 (+1 eff.) Damage +20% arcane other ------- Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Effective talent level: 4.5 Power cost 6 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Removes up to 4 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Blight Uses 200% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +20 (+1 eff.) Damage +20% acid +20% cold +20% darkness +20% blight other ------- Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Cold Uses 150% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +10 (+0 eff.) Damage +20% lightning +20% fire +20% arcane +20% cold other ------- Talents +1 Command Staff On Spell Hit: 10% Impending Doom level 1 This unique-looking staff is carved with runes of destruction. |
The Schism (20-24 power, 4 apr, arcane element) The Schism (20-24 power, 4 apr, arcane element)5.0 Encumbrance T3 staff 1H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Arcane Uses 150% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% On Crit: 13% Unstable Vortex level 1 While equipped: offense ------ Spell Crit +7% Spellpower/crit +5 Damage +21% arcane +20% temporal Ignore resists +10% arcane +10% temporal defense ------ Anomaly Control -7 other ------- Mana/turn +2.00 On Spell Hit: 20% Manahread level 2 On Spell Hit: 13% Scismlash level 2 Each turn the stats on this staff fluctuate and the damage type has a 50% chance to change from Temporal to Arcane and vice versa. This 'staff' is short enough to be wielded in one hand and is too unstable to command. This staff, whose upper half seems trapped in a never ending explosion, looks like it was an attempt to blend arcane and temporal energies. The result is both wildly successful and horribly unstable. |
![]() 7.0 Encumbrance T5 staff 2H weapon [Godslayer] Unknown Weapon Damage 60.0 - 72.0 Arcane Uses 180% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Accuracy +30 Ignore Armor +60 Attack Speed 100% While equipped: Stats +10 Mag +10 Wil offense ------ Spell Crit +15% Spellpower +48 (+2 eff.) Damage +60% lightning +60% fire +60% arcane +60% cold Ignore resists +30% lightning +30% fire +30% arcane +30% cold other ------- Max mana +100.00 Max positive +50.00 Max negative +50.00 Talents +1 Command Staff May understand old Sher'Tul language. Absorb the essence (ignoring resistance and bypassing most defenses) of a target in range 8, draining 30% of its life and increasing your own damage by 30% for 7 turns. Uses 56 power out of 200/200 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. The Sorcerers seem to have awakened its power. "And lo they came to Amakthel himself, and thousands were killed in the assault on his throne, and three of the Godslayers were broken beneath his feet. But Falion with his dying breath pierced the great god on his knee with the icy sword Arkil, and seeing his opportunity Caldizar, leader of the Godslayers, advanced with the Staff of Absorption and struck a terrifying blow against Amakthel. So fell the greatest of the gods by the hands of his own children, and his face was forced into the dust." |
![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: Stats +7 Wil +8 Mag offense ------ Spell Crit +25% Spellpower +40 (+2 eff.) Damage +30% lightning +30% fire +30% arcane +30% cold defense ------ Silence Resist +40% other ------- Mana-on-crit +12.00 Max mana +40.00 Talents +1 Command Staff Cooldown Chain Lightning -2 Ice Storm -2 Arcane Vortex -2 Fireflash -2 Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Unknown Weapon Damage 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: Stats +7 Wil +8 Mag offense ------ Spell Crit +15% Spellpower +40 (+2 eff.) Damage +40% temporal Ignore resists +30% temporal defense ------ Anomaly Control +25 Teleport Resist +100% other ------- Cooldown Attenuate -1 Stop -2 Time Shield -3 Temporal Shield -3 Masteries +0.10 Chronomancy/Stasis +0.10 Chronomancy/Flux +0.10 Spell/Temporal A plain looking ceremonial rod. It has connections with Time that even chronomancers do not yet understand. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Arcane It desires to be surrounded by undeath. Weapon Damage 40.0 - 48.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +12 Attack Speed 100% While equipped: offense ------ Spell Crit +15% Spellpower +40 (+2 eff.) Damage +35% darkness other ------- Masteries +0.20 Spell/Animus +0.20 Spell/Master of flesh +0.20 Spell/Master necromancer +0.20 Spell/Master of bones This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
![]() 5.0 Encumbrance T5 staff 2H weapon [Unique] Arcane Weapon Damage 37.0 - 44.4 Physical Uses 200% Mag, 40% Wil Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: Stats +8 Cun +7 Mag offense ------ Spell Crit +30% Critical power +30.00% Spellpower +30 (+1 eff.) Spellpower/crit +7 Resonance +15% Damage +37% acid +37% darkness +37% blight +37% cold +37% arcane +37% light defense ------ Affinity +15% acid +15% darkness +15% blight +15% cold +15% arcane +15% light Spell save +16 (+3 eff.) Mind save +16 (+3 eff.) Confus Resist +40% other ------- Vim-on-crit +6.00 Max mana +100.00 Max vim +50.00 Talents +1 Command Staff Turn into a corrupted losgoroth (poison, disease, cut and confusion immune; converts half damage into life drain; does not require breath) for 10 turns. Uses 5 power out of 15/15 Telos was an extremely powerful mage during the Age of Dusk, hated by his peers and feared by the common folk; he was hunted for a long while. He finally fell from his place of power, Telmur, but his spirit still lingers. |
Electrocutioner (40-60 power, 24 apr) Electrocutioner (40-60 power, 24 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Unique] Nature/Master Weapon Damage 40.0 - 60.0 Physical Uses 40% Wil, 70% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +24 Critical Rate +13.0% Attack Speed 100% On-hit +23 lightning +14 physical +14 bleed On Hit: * 33% chance to inflict Haywire on hit. If it does, there is a 50% chance a Deep Wound is also inflicted. On Critical: * The target is poisoned and sick, doing nature damage per turn. Each time it tries to use a talent there is 20% chance of failure. Damage is based on Cunning. While equipped: offense ------ Damage +19% lightning +12% physical +13% bleed This dark metal axe humms ominously, arcs of electricity leaping from its edge. You sense a terrible energy within it. |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Unique] Master Weapon Damage 68.0 - 102.0 Physical Uses 40% Wil, 50% Mag, 130% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.0% Attack Speed 100% While equipped: Stats +2 Dex +2 Con offense ------ Damage +10% physical defense ------ Armor +6 Defense +6 (+1 eff.) Stun Resist +30% Knockbk Resist +30% Made in times before the Dwarves learned beautiful craftsmanship, the rough appearance of this axe belies its great power. Only Dwarves may harness its true strength, however. |
![]() 3.0 Encumbrance T4 battleaxe 2H weapon [Unique] Master Weapon Damage 63.0 - 94.5 Physical Uses 40% Wil, 50% Mag, 130% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Critical Rate +25.0% Attack Speed 100% On Critical: * decapitate a weakened target While equipped: offense ------ Critical power +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon [Unique] Nature/Disrupt Weapon Damage 72.0 - 108.0 Physical Uses 40% Wil, 50% Mag, 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +50 acid +50 nature slow On Critical: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: other ------- Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Nature/Disrupt Weapon Damage 32.0 - 48.0 Physical Uses 40% Wil, 50% Mag, 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +4.0% Attack Speed 100% On-hit +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con offense ------ Damage +25% nature defense ------ Spell save +15 (+2 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
![]() 5.0 Encumbrance T3 greatmaul 2H weapon [Unique] Master Weapon Damage 48.0 - 72.0 Physical Uses 40% Wil, 50% Mag, 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Attack Speed 100% On Hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 150 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. While equipped: Stats +5 Str +5 Con offense ------ Critical power +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
![]() 5.0 Encumbrance T4 greatmaul 2H weapon [Unique] Nature/Master/Psionic Weapon Damage 56.0 - 84.0 Physical Uses 110% Wil, 50% Mag, 70% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Attack Speed 100% On-hit +17 mind On-crit, radius 2 +7 acid +7 nature On Hit: * 14% chance to reduce all saves and defense by 64 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +5% Physical Power +30 (+1 eff.) Mindpower +15 (+1 eff.) Damage +10% mind +10% physical Ignore resists +7% acid +7% nature Ignore Armor +7 defense ------ Unlife -60.00 life other ------- Psi/turn +0.10 Talents +3 Dream Smith's Hammer +3 Hammer Toss Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
![]() 12.0 Encumbrance T5 greatmaul 2H weapon [Unique] Arcane Weapon Damage 96.0 - 144.0 Physical Uses 40% Wil, 50% Mag, 140% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 83% Damage Conversion 20% blight On Hit: * 50% chance to reduce strength, dexterity, and constitution by 10 * Blasts creatures in a radius 1 shockwave around your target for 297.00 to 891.00 physical damage (based on Strength). While equipped: offense ------ Critical power +40.00% Damage +12% physical defense ------ Knockbk Resist +30% Knock away other creatures within radius 4), dealing 776.25 to 1552.50 physical damage (based on Strength) to each. Uses 14 power out of 50/50 The massive stone limb of the Rotting Titan, a mass of stone and rotting flesh. You think you can lift it, but it is very heavy. |
![]() 5.0 Encumbrance T5 greatmaul 2H weapon [Unique] Arcane Weapon Damage 70.0 - 105.0 Physical Uses 40% Wil, 50% Mag, 130% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +2.0% Attack Speed 100% On Hit: 10% Obliterating Smash level 3 While equipped: offense ------ Physical Power +12 (+0 eff.) Accuracy +20 (+5 eff.) other ------- Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault Shadow Power +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Effective talent level: 4.5 Power cost 7 out of 25/25. Range melee/personal Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Hits the target doing 290% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Unique] Nature/Master Weapon Damage 42.0 - 67.2 Physical Uses 40% Wil, 50% Mag, 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Defense +6 (+1 eff.) Resist Against +15% Orc Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Whisper of Dusk (46-74 power, 10 apr) Whisper of Dusk (46-74 power, 10 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Master Weapon Damage 46.0 - 73.6 Physical Uses 40% Wil, 50% Dex, 50% Mag 90% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +16.0% Attack Speed 120% On-crit, radius 2 +19 phys.bleed While equipped: Stats +5 Cun +6 Dex defense ------ Fatigue -15% Slow Projectiles +19% Dusk's Whisper: Effective talent level: 6.5 Power cost 7 out of 50/50. Range 6 Travel.spd 2000% of base Description: You quickly move up to 6 tiles to arrive adjacent to a target location you can see, slashing through anyone in your way. During your movement, you attack all foes within one grid of your path with your weapon for 117% weapon damage, also inflicting a Deep Wound for 50% of the damage dealt over 5 turns and reducing their healing received by 30%. Struck targets left with less than 20% of their life may die instantly! A seemingly innocuous blade, it promises a swift and merciless death to your enemies if you but listen to its murmurs. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 68.0 - 108.8 Physical Uses 40% Wil, 50% Mag, 125% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +10.0% Attack Speed 100% Lifesteal +8% Damage Conversion 50% fire burn While equipped: Stats +3 Cun +5 Str offense ------ Damage +10% darkness +15% fire defense ------ Resistance +15% fire Accelerate burning effects on all creatures in a radius 1 ball within range 5, consuming them to instantly inflict 125% of all remaining burn damage. Uses 3 power out of 25/25 This massive, flame-coated greatsword was stolen by the adventurer Kestin Highfin, during the Age of Dusk. It originally belonged to a demon named Frond'Ral the Red. It roars with vile flames and its very existence seems to be a blight upon the lands. |
![]() 3.0 Encumbrance T4 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 40% Wil, 50% Mag, 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +19 Critical Rate +10.0% Attack Speed 100% Damage Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con defense ------ Resist Against +20% Living other ------- 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. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Master Weapon Damage 60.0 - 96.0 Physical Uses 40% Wil, 50% Mag, 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +10.0% Attack Speed 100% On Hit: * 25% chance to strike the target again. While equipped: Stats +10 Str +5 Dex +15 Con other ------- Masteries +0.20 Technique/Two-handed assault This impressive looking sword features two massive blades aligned in parallel. They seem weighted remarkably well. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 67.0 - 107.2 Physical Uses 40% Wil, 115% Str, 50% Mag 20% Con Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +22 Critical Rate +12.0% Attack Speed 100% On Hit: * releases a burst of light, dealing 23 light damage (based on Spellpower) in a radius 3 cone. While equipped: Stats +12 Str +6 Mag +7 Con other ------- 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 9 power out of 30/30 This impressive looking sword features a golden engraving of a sun in its hilt. Etched into its blade are a series of runes claiming that only one who has mastered both their body and mind may wield this sword effectively. |
![]() 3.0 Encumbrance T5 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 70.0 - 112.0 Physical Uses 40% Wil, 60% Mag, 130% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +18 Critical Rate +20.0% Attack Speed 100% Lifesteal +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 other ------- 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. |
![]() 3.0 Encumbrance T4 trident 2H weapon [Unique] Nature Weapon Damage 80.0 - 112.0 Physical Uses 40% Wil, 50% Mag, 140% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 100% On-hit +20 nature +15 cold On Hit: 40% Water Bolt level 3 While equipped: offense ------ Damage +20% cold Accuracy +10 (+3 eff.) defense ------ Resistance +25% cold Spell save +18 (+3 eff.) other ------- See Invisibility +2 On Spell Hit: 20% Water Bolt level 3 Freeze: Effective talent level: 4.5 Power cost 17 out of 150/150. Range 10 Cooldown: 7 Travel.spd instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 148.14. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 Encumbrance T5 trident 2H weapon [Unique] Nature/Psionic Weapon Damage 84.0 - 117.6 Physical Uses 40% Wil, 50% Mag, 140% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 100% On Hit: 10% Stunning Blow level 1 On Hit: 10% Spit Poison level 5 On Hit: 10% Silence level 3 While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con +10 Lck offense ------ Mind Crit +12% Physical Power +12 (+0 eff.) Mindpower +12 (+1 eff.) Damage +15% cold +25% nature +10% mind defense ------ Resistance +10% acid +15% cold +20% nature other ------- Light +2 Cooldown Spit Poison -2 Rush -3 Masteries +0.30 Technique/Combat techniques +0.30 Technique/Combat training +0.30 Psionic/Psychic Assault Implode: Effective talent level: 3.5 Power cost 12 out of 60/60. Range 8 Cooldown: 17 Travel.spd instantaneous Is: a mind power Description: Bind the target mercilessly with constant, bone-shattering pressure, pinning and slowing it by 50% for 9 turns and dealing 240.3 Physical damage each turn. The duration and damage improve with Mindpower. This incredibly beautiful -- and powerful -- trident is made of the rare metal orichalcum. An amazing pearl is seated in head of the trident, as it spreads into three razor sharp prongs. It is imbued with the greatest strengths of all of the most powerful Naga warriors. Slasul gave it to you as a sign of his faith in you. It is a sign of hope for all of the Naloren race, that one outside of their tribe could be so trusted. |
![]() 3.0 Encumbrance T4 whip 2H weapon [Unique] Nature/Master Weapon Damage 56.0 - 61.6 Physical Uses 40% Wil, 90% Str, 50% Mag 40% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +14.0% Attack Speed 125% On Hit: 10% Lightning Breath level 3 On Hit: 10% Poison Breath level 3 On Hit: 10% Acid Breath level 3 On Hit: * hit up to two adjacent enemies While equipped: offense ------ Damage +12% acid +12% nature +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Unique] Arcane/Master Weapon Damage 33.0 - 46.2 Acid Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +40 corrosive acid While equipped: offense ------ Physical Crit +10.0% Spell Crit +10% Damage +20% acid Ignore resists +20% acid defense ------ Resistance +15% acid Corrosive Worm: Effective talent level: 5.5 Power cost 9 out of 30/30. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 22% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 21 acid damage in a 4 radius ball. This damage will increase by 13% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Weapon Damage 31.0 - 43.4 Physical Uses 60% Wil, 50% Mag, 90% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +12.0% Attack Speed 100% On-hit +15 manaburn arcane On Critical: * restore 7 stamina and equilibrium While equipped: defense ------ Spell save +18 (+3 eff.) Confus Resist +30% Stun Resist +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Weapon Damage 28.0 - 39.2 Physical Uses 40% Wil, 70% Mag, 80% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Spell Crit +5% Spellpower +5 (+0 eff.) Damage +5% temporal defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Psionic/Unknown Weapon Damage 47.0 - 65.8 Physical Uses 50% Wil, 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +7.0% Attack Speed 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: offense ------ Mindpower +9 (+1 eff.) Damage +8% mind defense ------ Mind save -30 (-7 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Nature/Master Weapon Damage 38.0 - 53.2 Fire Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +18.0% Attack Speed 100% On Hit: 15% Fire Breath level 4 While equipped: Stats +7 Str +7 Wil offense ------ Damage +20% fire Ignore resists +15% fire defense ------ Resistance +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 50.0 - 70.0 Physical Uses 40% Wil, 110% Mag, 60% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 46.20 arcane and 46.20 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+1 eff.) other ------- Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Master Weapon Damage 46.0 - 64.4 Physical Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Crit +20.0% Combat Speed +20% defense ------ Defense +40 (+8 eff.) Evasion +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 46.0 - 64.4 Physical Uses 40% Wil, 60% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% Lifesteal +5% Damage Conversion 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: offense ------ Spell Crit +8% Spellpower +21 (+1 eff.) Damage +15% blight +15% physical other ------- Max vim +25.00 Telepathy Undead/Blood Bleeding Edge: Effective talent level: 5.5 Power cost 6 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Master/Psionic Weapon Damage 48.0 - 67.2 Physical Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +10.0% Attack Speed 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +10 Wil +7 Cun offense ------ Accuracy +18 (+5 eff.) other ------- Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Weapon Damage 50.0 - 70.0 Light Uses 40% Wil, 75% Mag, 80% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 100% Damage Against +25% Undead +25% Demon While equipped: offense ------ Spell Crit +4% Spellpower +10 (+0 eff.) Damage +20% light Ignore resists +25% light other ------- Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 322.89 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 10 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 50.0 - 70.0 Physical Uses 40% Wil, 70% Mag, 90% Str Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Str +8 Mag offense ------ Spell Crit +9% Spellpower +25 (+1 eff.) Damage +30% lightning +30% fire +30% arcane other ------- Light +1 On Spell Hit: 12% Lightning level 5 On Spell Hit: 12% Flame level 5 On Spell Hit: 12% Manathrust level 5 Mages sometimes have funny ideas. Archmage Varil once learned how to handle a sword and found he preferred wielding it instead of his staff. |
![]() 3.0 Encumbrance T5 longsword 1H weapon [Unique] Arcane Weapon Damage 48.0 - 67.2 Physical Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% darkness While equipped: Stats +10 Str +8 Mag offense ------ Damage +25% darkness Ignore resists +5% all defense ------ Resistance +18% darkness +12% blight other ------- Shadow Power +5 Increases all damage penetration by 1% for each point of your Shadow Power. "All the better to pierce the heart of the world." |
Poltergeist's Thunderstruck (22-31 power, 5 apr) Poltergeist's Thunderstruck (22-31 power, 5 apr)3.0 Encumbrance T2 mace 1H weapon [Unique] Arcane/Master Weapon Damage 22.0 - 30.8 Physical Uses 40% Wil, 30% Dex, 50% Mag 80% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +6 physical On-crit, radius 2 +12 lightning On Hit: * 25% chance to unleash a greater blast of thunderous power, dealing 141.00 lightning damage (based on Strength), potentially knocking the target back. While equipped: offense ------ Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Spellpower +4 (+0 eff.) Mindpower +2 (+0 eff.) Damage +5% physical +6% light +4% all A charred and blackened wooden club, struck by some otherworldly lightning and imbued with unpredictable power. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Weapon Damage 31.0 - 43.4 Physical Uses 40% Wil, 90% Str, 50% Mag 20% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +20.0% Attack Speed 100% On-crit, radius 2 +50 manaburn arcane While equipped: defense ------ Resistance +15% arcane +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
![]() 3.0 Encumbrance T3 mace 1H weapon [Unique] Nature/Disrupt Weapon Damage 40.0 - 56.0 Physical Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +9.0% Attack Speed 100% On-hit +10 silence +18 nature While equipped: offense ------ Accuracy +6 (+2 eff.) Rush: Effective talent level: 4.5 Power cost 5 out of 25/25. Range 9 Cooldown: 17 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
Impaled Head (28-40 power, 4 apr) Impaled Head (28-40 power, 4 apr)3.0 Encumbrance T5 mace 1H weapon [Unique] Arcane/Master The tongue and eyes are not in the head. Weapon Damage 28.5 - 39.9 Darkness Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-Hit, radius 1 +9 mind +5 fire On-crit, radius 2 +20 darkness On Hit: * 15% chance for the head to scream, dealing 118 Darkness damage to the target and afflict them with Curses (of Impotence and of Defenselessness). On Critical: * Wound the target dealing 106 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +5.0% Physical Power +9 (+0 eff.) defense ------ Mind save -15 (-3 eff.) A head stuck to a stick. Weirdly, the head mutters curses everytime it swung. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Unique] Psionic Weapon Damage 50.0 - 70.0 Physical Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +50 lightning +50 physical On-crit, radius 2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 17 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
![]() 3.0 Encumbrance T5 mace 1H weapon [Unique] Nature What would happen if more of Ureslak's remains were reunited? Weapon Damage 52.0 - 72.8 Physical Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * 10% chance to shimmer to a different hue and gain powers A shortened femur of the mighty prismatic dragon Ureslak, this erratic club still resonates with his volatile nature. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon [Unique] Nature/Master Weapon Damage 33.0 - 46.2 Physical Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +7.0% Attack Speed 100% Damage Conversion 50% ice On Hit: 15% Ice Breath level 2 While equipped: offense ------ Ignore resists +20% cold defense ------ Armor +20 Pierce Iceblocks +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Unique] Arcane Weapon Damage 40.0 - 48.0 Physical Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +25 blight On Hit: 10% Curse of Death level 3 On Hit: 10% Curse of Vulnerability level 3 While equipped: offense ------ Spellpower +20 (+1 eff.) Damage +20% blight On Spell Hit: 10% Curse of Impotence level 3 On Spell Hit: 10% Curse of Defenselessness level 3 The land withers and crumbles wherever this cursed axe rests. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Unique] Psionic Weapon Damage 38.0 - 53.2 Phys.bleed Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +16 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +4 Str +4 Dex offense ------ Ignore resists +30% physical Accuracy +40 (+10 eff.) Ignore Armor +30 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 40% Wil, 65% Dex, 50% Mag 35% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 40% Wil, 50% Mag, 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 40% Wil, 35% Str, 70% Mag 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+2 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Unique] Nature/Psionic Weapon Damage 35.0 - 45.5 Physical Uses 40% Wil, 50% Str, 50% Mag 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +15.0% Attack Speed 100% On-hit +30 cold On Critical: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil offense ------ Damage +25% cold defense ------ Pierce Iceblocks +50% other ------- Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Unique] Psionic Weapon Damage 35.0 - 45.5 Physical Uses 40% Wil, 45% Str, 50% Mag 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +15.0% Attack Speed 100% On Hit: * deals 60 physical damage increased by 1% for each 1% life the target has lost While equipped: Stats +6 Str +6 Dex offense ------ Critical power +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Psionic Weapon Damage 38.0 - 49.4 Physical Uses 70% Wil, 40% Dex, 50% Mag 30% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +40 Critical Rate +10.0% Attack Speed 100% While equipped: offense ------ Physical Power +15 (+0 eff.) Ignore resists +30% physical Accuracy +8 (+2 eff.) other ------- Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 3 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Arcane Weapon Damage 42.0 - 54.6 Physical Uses 40% Wil, 105% Mag, 35% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +11 Critical Rate +18.0% Attack Speed 100% While equipped: Stats +6 Cun +6 Mag offense ------ Spell Crit +10% Spellpower +12 (+1 eff.) Damage +15% blight +15% darkness +15% acid other ------- Infravision +2 On Spell Hit: 15% Blood Grasp level 2 Worm Rot: Effective talent level: 3.5 Power cost 12 out of 50/50. Range 9 Cooldown: 7 Travel.spd instantaneous Is: a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 12.07 acid and 8.00 blight damage. If not cleared after five turns it will inflict 45.44 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 69% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
![]() 1.0 Encumbrance T5 dagger 1H weapon [Unique] Nature Weapon Damage 40.0 - 52.0 Physical Uses 50% Mag, 35% Str, 40% Wil 30% Cun, 35% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +22.0% Attack Speed 100% Damage Conversion 30% darkness On Hit: 20% Poisonous Bite level 3 On Critical: * inflicts spydric poison dealing 200 damage over 3 turns and pinning the target While equipped: Stats +8 Cun +4 Dex offense ------ Damage +30% nature +20% darkness defense ------ Armor +15 Poison Resist +100% other ------- Light -2 Talents +5 Toxic Death This obsidian-crafted, curved blade is studded with the deadly fangs of the Ungolmor. It seems to drain light from the world around it. |
Oathblade (21-29 power, 0 apr) Oathblade (21-29 power, 0 apr)3.0 Encumbrance T2 longsword 1H weapon [Unique] Nature/Master Weapon Damage 21.0 - 29.4 Physical Uses 40% Wil, 30% Dex, 70% Mag 70% Str Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +5.0% Attack Speed 100% Block +24 Damage Conversion 11% light While equipped: offense ------ Damage +13% physical On-Hit (Melee): * 10% chance to slow global speed by 96% defense ------ Resistance +6% blight Mind save +3 (+0 eff.) other ------- Stamina when Hit +1.40 See Invisibility +6 Talents +1 Lightbound Oath +1 Block This weapon counts as a shield for the purposes of talents and blocking. Lightbound Oath: Passive - Allows you to dual-wield any two one handed weapons. Additionaly, gain a 43% chance to parry attacks, reducing damage taken by up to 25% and deal 254% of the deflected amount back as Light damage in retaliation. These effects scale off of your Dexterity and Magic respectively. Your Parry chance is halved if you are not dual-wielding. One of the weapons once wielded by a mysterious group of crusading warriors from beyond the horizon. Vows to an unknown entity of the Light are etched into the blade. |
![]() 3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+0 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 3.5 Power cost 3 out of 8/8. Range 10 Cooldown: 5 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 515.85 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Fire Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+1 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold On Mind Hit: 10% Flame Fury level 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Cold Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+1 eff.) Damage +10% cold Ignore resists +10% cold defense ------ Armor +10 Resistance -10% fire On Mind Hit: 10% Winter's Fury level 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 6.0 - 6.6 Physical Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+1 eff.) Damage +10% physical Ignore resists +6% physical defense ------ Resistance +10% physical Physical save +6 (+1 eff.) other ------- Psi-on-crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
![]() 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Physical Crit +2.0% Spell Crit +2% Mind Crit +6% Mindpower +8 (+1 eff.) Damage +4% all defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 2.5 Power cost 12 out of 40/40. Range melee/personal Cooldown: 44 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 124 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 10.0 - 11.0 Lightning Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +6% Mindpower +12 (+1 eff.) Damage +15% lightning Ignore resists +9% lightning defense ------ Resistance +15% lightning Mind save +9 (+1 eff.) other ------- Max psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature Weapon Damage 10.0 - 11.0 Nature Uses 70% Wil, 50% Mag, 50% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +6% Mindpower +12 (+1 eff.) Damage +8% physical +8% cold +8% fire defense ------ Heal-on-summon +30 other ------- Max Summons +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 12.0 - 13.2 Mind Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +25 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +8% Mindpower +10 (+1 eff.) Damage +15% mind +5% physical defense ------ Resistance +10% mind Release a wave of psionic power, dealing 566.82 mind damage (based on Willpower) to all within radius 5. Uses 12 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 15.0 - 16.5 Darkness Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +20 Critical Rate +2.0% Attack Speed 100% While equipped: Stats +4 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +15 (+1 eff.) Damage +10% mind +10% darkness other ------- Masteries +0.20 Psionic/Nightmare +0.20 Cursed/Fears Waking Nightmare: Effective talent level: 3.5 Power cost 12 out of 40/40. Range 10 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Inflicts 89.18 darkness damage each turn for 7 turns, and has a 53% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 15.0 - 16.5 Mind Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +26 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +8 Wil offense ------ Mind Crit +7% Mindpower +14 (+1 eff.) defense ------ Resistance +15% mind Mind save +25 (+5 eff.) other ------- Max psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature Weapon Damage 16.0 - 17.6 Physical Uses 90% Wil, 20% Str, 50% Mag 10% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +2.5% Attack Speed 100% Damage Conversion 20% acid 20% physical 20% cold 20% fire 20% lightning While equipped: offense ------ Physical Crit +5.0% Mind Crit +5% Physical Power +10 (+0 eff.) Mindpower +10 (+1 eff.) Damage +12% lightning +12% physical +12% fire +12% cold +12% acid defense ------ Resistance +10% acid +10% physical +10% fire +10% cold +10% lightning other ------- Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Lightning Breath: Effective talent level: 5.5 Power cost 9 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe lightning in a frontal cone of radius 9. Any target caught in the area will take 205.47 to 616.40 lightning damage (410.93 average) and be stunned for 3 turns. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate, and the Stun apply power is based on your Mindpower. Each point in storm drake talents also increases your lightning resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 80% Wil, 80% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+1 eff.) Mindpower +12 (+1 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 14.0 - 15.4 Fire Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% cold While equipped: offense ------ Mind Crit +8% Mindpower +16 (+2 eff.) Damage +20% fire +20% cold Ignore resists +12% fire +12% cold defense ------ Resistance +20% fire +20% cold Spell save +12 (+2 eff.) other ------- Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 24.0 - 26.4 Dreamforge Uses 100% Wil, 50% Mag, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Cun +6 Wil offense ------ Mind Crit +8% Physical Power +10 (+0 eff.) Mindpower +16 (+2 eff.) On-Hit 30 dreamforge Damage +10% physical +10% mind +10% fire Ignore resists +10% mind +10% physical Accuracy +10 (+3 eff.) defense ------ Resistance +5% physical +5% mind +15% fire other ------- Masteries +0.20 Psionic/Dream Forge +0.20 Psionic/Dream Smith Forge Bellows: Effective talent level: 4.5 Power cost 7 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Is: a mind power Description: Release the bellows of the forge upon your surroundings, inflicting 101.40 mind damage, 189.28 burning damage, and knocking back your enemies in a radius 5 cone. Empty terrain may be changed (50% chance) for 4 turns into forge walls, which block movement and inflict 9.55 mind and 17.82 fire damage on nearby enemies. The damage and knockback chance will scale with your Mindpower. This blazing hot mindstar beats rhythmically, releasing a burst of heat with each strike. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Random Unique] Nature Weapon Damage 16.0 - 17.6 Mind Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +8 acid While equipped: Stats +4 Str offense ------ Mind Crit +5% Mindpower +10 (+1 eff.) On-Hit 20 acid Damage +17% acid +9% nature Ignore resists +21% acid +7% nature Accuracy +10 (+3 eff.) Ignore Armor +2 defense ------ Defense +10 (+2 eff.) Resistance +28% acid +1% physical +9% nature Life Regen +4.00 Healmod +21% Heal-on-summon +40 other ------- Talents +1 Attune Mindstar Masteries +0.20 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 22.0 - 24.2 Mind Uses 100% Wil, 50% Mag, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +6 Wil offense ------ Mind Crit +9% Mindpower +18 (+2 eff.) Damage +20% mind Ignore resists +20% mind defense ------ Resistance +20% mind Confus Resist +30% Wayist: (Instant) Effective talent level: 2.5 Power cost 17 out of 60/60. Range 7 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 138 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() 3.0 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 17.0 - 18.7 Physical Uses 40% Wil, 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 33.40 to 100.20 lightning damage (based on Magic and Dexterity). Uses 3 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() 3.0 Encumbrance T3 whip 1H weapon [Unique] Psionic Weapon Damage 19.0 - 20.9 Mind Uses 60% Wil, 10% Cun, 50% Mag 70% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Accuracy Stat Wil Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% On Critical: * Try to fry your enemies brain (25% chance to brainlock) While equipped: offense ------ Mind Crit +3% Mindpower +10 (+1 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 3 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
![]() 3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 55.0 - 60.5 Physical Uses 40% Wil, 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 125% On-hit +30 bleed On-crit, radius 2 +50 bleed On Hit: 10% Bone Grab level 3 On Hit: 20% Bone Spear level 4 While equipped: offense ------ Spellpower +4 (+0 eff.) Combat Speed +10% defense ------ Defense +12 (+2 eff.) other ------- Masteries +0.25 Corruption/Bone On Spell Hit: 10% Bone Spear level 4 Bone Nova: Effective talent level: 5.5 Power cost 6 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 5 for 67.15 physical damage, and inflicting bleeding for another 33.57 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
![]() 3.0 Encumbrance T5 whip 1H weapon [Unique] Arcane Weapon Damage 55.0 - 60.5 Devouring flames Uses 40% Wil, 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Critical Rate +9.0% Attack Speed 125% On Hit: 20% Bone Nova level 4 On Hit: 15% Blood Boil level 3 While equipped: offense ------ Spellpower +15 (+1 eff.) Damage +20% blight +20% fire other ------- See Invisibility +2 Telepathy Demon/Minor Demon/Major While carried: offense ------ Damage +8% blight With this unbearably bright whip of flame, the demon master Urh'Rok has become known for never having lost in combat. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: 25% Epidemic level 1 On Hit: 25% Cyst Burst level 1 While equipped: offense ------ Spellpower +10 (+0 eff.) On-Ranged-Hit 20 blight Damage +20% blight On-Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 10 defense ------ Disease Resist +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Unique] Arcane Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +10 On Hit: 12% Chain Lightning level 3 While equipped: Stats +10 Dex +10 Mag offense ------ Spell Crit +10% Spellpower +30 (+1 eff.) Move Speed +30% On-Ranged-Hit 75 lightning Damage +25% lightning defense ------ Defense +30 (+6 eff.) Resistance +20% lightning other ------- Masteries +0.50 Spell/Storm +0.50 Spell/Air Automatically fires lightning bolts every game turn at nearby enemies dealing 117 to 234 lightning damage based on Magic with a chance to inflict Daze. This dragonbone longbow is enhanced with bands of steel, which arc with intense lightning. Bolts travel up and down the string, ignorant of you. |
![]() 4.0 Encumbrance T5 longbow 2H weapon Reqs Shoot [Unique] Nature Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Attack Speed 118% Range +10 While equipped: Stats +10 Dex +20 Wil offense ------ Physical Crit +15.0% Mind Crit +15% Damage +30% nature +30% physical Ignore resists +20% nature +20% physical In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
![]() 4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Unique] Nature Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats +10 Lck offense ------ Physical Crit +5.0% Move Speed +20% defense ------ Defense +10 (+2 eff.) Stun Resist +30% other ------- Masteries +0.20 Cunning/Survival Inertial Shot: Effective talent level: 4.5 Power cost 3 out of 8/8. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 147% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Unique] Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 111% Range +10 While equipped: Stats +10 Str +5 Con offense ------ Damage +35% physical Ignore resists +15% physical defense ------ Resistance +10% physical Pinning Resist +30% Knockbk Resist +30% Bull Shot: Effective talent level: 5.5 Power cost 5 out of 16/16. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 226% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... This item has been sent to the Item's Vault. |
![]() 4.0 Encumbrance T5 sling 1H weapon Reqs Shoot [Unique] Master Weapon Damage 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 111% Range +10 While equipped: Stats +10 Str +5 Con offense ------ Damage +35% physical Ignore resists +15% physical defense ------ Resistance +10% physical Pinning Resist +30% Knockbk Resist +30% Bull Shot: Effective talent level: 5.5 Power cost 5 out of 16/16. Range melee/personal Cooldown: 7 Travel.spd instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 226% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
![]() 3.0 Encumbrance T2 arrow ammo [Unique] Nature Weapon Damage 18.0 - 25.2 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 3.0 Encumbrance T4 arrow ammo [Unique] Psionic Weapon Damage 24.0 - 33.6 Mind Uses 60% Wil, 60% Dex, 50% Mag 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +2.0% Capacity 20 On Critical: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
![]() 3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 68.0 - 95.2 Physical Uses 40% Wil, 50% Dex, 50% Mag 70% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +100 Critical Rate +10.0% Capacity 14 25% of all damage splashes in a radius of 1 around the target. These titanic double-helical arrows seem to have been designed more for knocking down towers than for use in regular combat. They'll no doubt make short work of most foes. |
![]() 3.0 Encumbrance T5 arrow ammo [Unique] Master Weapon Damage 62.0 - 86.8 Physical Uses 40% Wil, 50% Dex, 50% Mag 70% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +8.0% Capacity 18 On Critical: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() 3.0 Encumbrance T5 arrow ammo [Unique] Arcane Weapon Damage 45.0 - 63.0 Void Uses 40% Wil, 70% Dex, 90% Mag 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +120 Critical Rate +6.0% On Hit: 15% Spatial Tether level 1 On Hit: 15% Dimensional Anchor level 1 An endless supply of arrows lay within this deep black quiver. Tiny white lights dot its surface. |
![]() 3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 32.0 - 38.4 Ice Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +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. |
![]() 3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 32.0 - 38.4 Fire Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
![]() 3.0 Encumbrance T4 shot ammo [Unique] Nature Weapon Damage 39.0 - 46.8 Physical Uses 40% Wil, 70% Dex, 50% Mag 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 25 Projectile Speed +100% On Hit: 10% Tornado level 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
![]() 7.0 Encumbrance T4 shield armor [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Spellpower +8 (+0 eff.) When Hit 24 darkness 24 fire defense ------ Armor +18 Defense +8 (+2 eff.) Ranged Defense +12 (+2 eff.) Fatigue +25% Resistance +20% darkness +35% fire other ------- Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
![]() 7.0 Encumbrance T4 shield armor [Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. When Hit 17 fire defense ------ Armor +9 Defense +16 (+3 eff.) Ranged Defense +15 (+3 eff.) Fatigue +20% Resistance +35% fire Affinity +15% fire other ------- Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
![]() 7.0 Encumbrance T4 shield armor [Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +10 Con offense ------ When Hit 15 draining blight defense ------ Armor +15 Fatigue +19% Resistance +25% blight +10% light Life Regen +5.00 other ------- Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Nature/Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ When Hit 15 nature defense ------ Armor +12 Defense +18 (+4 eff.) Ranged Defense +12 (+2 eff.) Fatigue +22% Resistance +35% blight +15% nature Spell save +24 (+4 eff.) Disease Resist +60% other ------- Talents +1 Block Masteries +0.20 Wild-gift/Antimagic Purge up to 5 diseases (based on Willpower) and gain disease immunity, 20% blight resistance, and 20 spell save for 5 turns. Uses 7 power out of 40/40 This voratun shield, coated with thick vines, was imbued with nature's power long ago by the Halfling General Almadar Riul, who used it to stave off the magic and diseases of orcish corruptors during the peak of the Pyre Wars. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Spellpower +20 (+1 eff.) Damage +40% darkness defense ------ Armor +20 Fatigue +2% Resistance +25% darkness other ------- Talents +1 Block Masteries +0.30 Celestial/Star fury +0.30 Celestial/Twilight On Spell Hit: 10% Moonlight Ray level 2 A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +20 Defense +5 (+1 eff.) Ranged Defense +12 (+2 eff.) Fatigue +10% Resistance +25% cold +25% fire other ------- Talents +1 Shieldsmaiden Aura +1 Block Granted talent can block up to 1 instance of damage each 10 turns. Myths tell of shieldsmaidens, a tribe of warrior women from the northern wastes of Maj'Eyal. Their martial prowess and beauty drew the fascination of swaths of admirers, yet all unrequited. So began the saying, that a shieldsmaiden's heart is as cold and unbreakable as her shield. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +5 Wil offense ------ Mindpower +8 (+1 eff.) Damage +10% fire +15% mind +15% light Ignore resists +10% fire +10% light +10% mind defense ------ Armor +15 Defense +17 (+3 eff.) Ranged Defense +17 (+3 eff.) Fatigue +12% Resistance +12% mind +10% fire +20% light +15% darkness Mind save +18 (+3 eff.) Blind Resist +100% Confus Resist +25% other ------- Max psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 173.32 to 216.66 light damage (based on Willpower and Cunning). Uses 4 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Spellpower +12 (+1 eff.) defense ------ Armor +4 Defense +8 (+2 eff.) Ranged Defense +10 (+2 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+3 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ When Hit 10 darkness defense ------ Armor +9 Defense +12 (+2 eff.) Ranged Defense +15 (+3 eff.) Fatigue +28% other ------- Talents +1 Block Masteries +0.20 Technique/Shield defense +0.20 Technique/Shield offense +0.20 Corruption/Doom shield Shadow Power +5 Increases all resists by 0.4% for each point of your Shadow Power. "With this, no one will ever harm you again." |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane Glows brightly in the light of dawn. Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +20 Defense +16 (+3 eff.) Ranged Defense +17 (+3 eff.) Fatigue +14% Resistance +30% blight +30% darkness Spell save +19 (+3 eff.) other ------- Light +2 Talents +1 Block When Elmio Panason, captain of the Vanguard, first sought shelter for his shipwrecked crew, he reflected the last rays of the setting sun off his shield. Where the beam hit they rested and built the settlement that would become the Sunwall. In the dark days that followed the shield became a symbol of hope for a better future. |
![]() 6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag offense ------ Damage +15% cold +15% arcane +20% darkness When Hit 10 darkness defense ------ Armor +12 Defense +12 (+2 eff.) Resistance +30% blight -10% fire +30% darkness -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+0 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+2 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +2 Mag offense ------ Damage +19% temporal +9% physical Ignore resists +6% temporal +6% physical defense ------ Resistance +7% all +11% temporal Anomaly Control +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+0 eff.) Damage +12% light defense ------ Resistance +18% light +7% all Mind save +16 (+3 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +10 (+0 eff.) Spellpower/crit +3 defense ------ Resistance +7% all Spell save +17 (+3 eff.) Silence Resist +23% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Nature While equipped: Stats +5 Str +5 Mag +5 Wil offense ------ Damage +8% lightning +7% physical +8% cold defense ------ Resistance +7% lightning +7% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+1 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+2 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+2 eff.) Send out a range 5 beam of kinetic energy, dealing 160.55 to 200.69 physical damage (based on Willpower and Cunning) with knockback. Uses 3 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+1 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+1 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+3 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+1 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Mind Crit +5% Mindpower +12 (+1 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+2 eff.) Resistance +25% nature +13% all Physical save +15 (+4 eff.) Life Regen +0.20 Healmod +15% other ------- Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+1 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+2 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Spell save +20 (+3 eff.) Mind save +15 (+3 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+1 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 2.5 Power cost 14 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+1 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+3 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag offense ------ Spell Crit +8% Spellpower +15 (+1 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 4.5 Power cost 5 out of 20/20. Range 10 Cooldown: 13 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 10 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Dex +19 Con offense ------ Mind Crit +4% Critical power +15.00% Physical Power +10 (+0 eff.) Mindpower +10 (+1 eff.) Damage +60% nature +38% mind Ignore resists +20% mind Accuracy +10 (+3 eff.) defense ------ Resistance +3% acid +15% all Poison Resist +88% Disease Resist +99% other ------- Stamina/turn +2.00 Psi/turn +0.92 Max stamina +30.00 Max psi +30.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Arcane While equipped: Stats +5 Mag +4 Wil +3 Cun offense ------ Physical Power +10 (+0 eff.) Spellpower +30 (+1 eff.) defense ------ Defense +6 (+1 eff.) Resistance +15% all Spell save +25 (+4 eff.) Blind Resist +50% other ------- See Invisibility +10 On Spell Hit: 5% Blood Grasp level 3 On Spell Hit: 5% Soul Rot level 3 A silk robe, darker than the darkest night sky, it radiates power. |
![]() 2.0 Encumbrance T5 cloth armor [Unique] Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mind Crit +9% Mindpower +20 (+2 eff.) On-Hit 35 mind 10% gloom effects Ignore resists +20% all When Hit 35 mind 10% gloom effects defense ------ Defense +12 (+2 eff.) Resistance +15% all other ------- Psi/turn +0.20 Hate-on-crit +4.00 Psi-on-crit +4.00 Hate/kill +2.00 Masteries +0.20 Psionic/Focus +0.20 Cursed/Slaughter +0.10 Psionic/Solipsism +0.20 Cursed/Punishments On Mind Hit: 8% Agony level 2 On Mind Hit: 8% Hateful Whisper level 2 Increases your solipsism threshold by 20% (if you have one). If you do, also grants 15% global speed when worn. This robe was formerly owned by Callister the Psion, a powerful Psionic that pioneered many Psionic abilities. After his wife was murdered, Callister became obsessed with finding her killer, using his own hatred as a fuel for new and disturbing arts. After forcing the killer to torture himself to death, Callister walked the land, forcing any he found to kill themselves - his way of releasing them from the world's horrors. One day, he simply disappeared. This robe, soaked in blood, was the only thing he left behind. |
![]() 9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+1 eff.) Ranged Defense +8 (+2 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+3 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 3.5 Power cost 7 out of 50/50. Range 10 Cooldown: 2 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 215.50 to 646.49 lightning damage (430.99 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 Encumbrance T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con defense ------ Armor +6 Defense +8 (+2 eff.) Ranged Defense +4 (+1 eff.) Fatigue +8% Resistance +20% nature +25% arcane Spell save +18 (+3 eff.) Life Regen +1.00 Healmod +20% Stun Resist +25% other ------- Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Mag +5 Cun offense ------ Critical power +20.00% Spellpower +10 (+0 eff.) Damage +20% darkness +20% cold When Hit 15 darkness 15 cold defense ------ Armor +18 Hardiness +15% Defense +18 (+4 eff.) Resistance +30% temporal +30% darkness +30% cold Stealth +10 other ------- Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 51, based on Cunning and Magic) for 10 turns. Uses 14 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
![]() 9.0 Encumbrance T5 light armor [Random Unique] Master/Psionic While equipped: Stats +4 Mag +22 Wil +18 Con offense ------ Spell Crit +5% defense ------ Armor +8 Defense +20 (+4 eff.) Fatigue +8% Resistance +30% acid Spell save +6 (+1 eff.) Mind save +46 (+9 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag offense ------ Spellpower +10 (+0 eff.) On-Hit 25 vim draining blight When Hit 25 vim draining blight defense ------ Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Disease Resist +100% other ------- Max vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Effective talent level: 6.5 Power cost 4 out of 12/12. Range 10 Cooldown: 4 Travel.spd 2000% of base Is: a spell Description: Project a bolt of corrupted blood, doing 77.55 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
![]() 9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+1 eff.) On-Hit 15 light 30 fire On-Ranged-Hit 15 light 30 fire Damage +20% fire +5% light +10% all Ignore resists +10% light +15% fire When Hit 30 fire defense ------ Armor +12 Defense +15 (+3 eff.) Resistance +20% fire +12% light -5% cold other ------- Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Effective talent level: 5.5 Power cost 4 out of 16/16. Range melee/personal Cooldown: 4 Travel.spd instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 173.36 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck defense ------ Armor +14 Defense +10 (+2 eff.) Fatigue +16% Resistance +20% lightning +20% physical +20% cold +20% fire +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
Ordinator's Plate (32 def, 26 armour) Ordinator's Plate (32 def, 26 armour)17.0 Encumbrance T3 massive armor [Unique] Disrupt/Master While equipped: Stats +6 Con defense ------ Armor +26 Hardiness +5% Defense +32 (+6 eff.) Fatigue +16% Resistance +22% arcane Spell save +37 (+6 eff.) Confus Resist +20% Knockbk Resist +30% 20% chance when damaged to unleash Ordinator Terror upon your foes, causing all enemies in a radius of 5 to flee, if possible, for up to 10 turns. 20 Turn Cooldown. The heavy armor of the Ordinators, a long lost sect of anti-magic templars, it still inspires terror. |
![]() 17.0 Encumbrance T4 massive armor [Unique] Master While equipped: Stats +15 Con defense ------ Armor +50 Hardiness +15% Fatigue +35% Physical save +45 (+10 eff.) Knockbk Resist +100% When your effective movement speed (global speed times movement speed) is less than 100%, reduces all incoming damage by a percent equal to the speed detriment (up to 70%). Current reduction bonus: 0% Slow the movement speed of all creatures (including yourself) within range 5 by 40% for 3 turns. Uses 7 power out of 25/25 This massive suit of plate boasts an enormous bulk and overbearing weight. Said to belong to a nameless soldier who safeguarded a passage across the bridge to his village, in defiance to the cohorts of invading orcs. After days of assault failed to fell him, the orcs turned back. The man however, fell dead on the spot - from exhaustion. The armor had finally claimed his life. |
![]() 17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +10 Str +10 Con offense ------ Physical Power +10 (+0 eff.) When Hit 30 physical defense ------ Armor +30 Fatigue +25% Resistance +20% physical Physical save +15 (+4 eff.) Blood Charges: 0 Drain blood from all creatures within range 5, causing them to bleed for 110.97 physical damage over 4 turns (based on your Physicalpower). For each creature drained (up to 10), the armor gains strength, which fades over 10 turns if it is not fed. Uses 7 power out of 25/25 Worn by a villain long forgotten, this armor was powered by the blood of thousands of innocents. Decrepit and old, the dark lord died in solitude, his dominion crumbled, his subjects gone. Only this cuirass remained, dying to finally taste fresh blood again. |
![]() 17.0 Encumbrance T5 massive armor [Unique] Psionic While equipped: Stats +6 Wil +4 Cun +3 Con offense ------ Mindpower +10 (+1 eff.) When Hit: * 20% chance to cause random gloom defense ------ Armor +40 Defense +15 (+3 eff.) Fatigue +17% Resistance +15% acid +15% light +20% blight +25% mind +20% darkness Physical save +15 (+4 eff.) Mind save +25 (+5 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +4 Masteries +0.20 Cursed/Gloom Dominate: Effective talent level: 3.5 Power cost 5 out of 25/25. Range 2 Cooldown: 7 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 5 turns and vulnerable to attacks. They will lose 41 Armour, 59 Defense and your attacks will gain 70% 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. |
![]() 17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con defense ------ Armor +35 Defense +25 (+5 eff.) Fatigue +15% Resistance +15% acid +20% darkness +15% blight +25% fire +20% cold Physical save +15 (+4 eff.) Spell save +25 (+4 eff.) Confus Resist +100% Fear Resist +100% other ------- Light -2 Infravision +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Infernal combat +0.20 Corruption/Oppression +0.20 Corruption/Wrath Shadow Power +10 Grants physical power equal to your Shadow Power. "Wreckage all about you. Is there anything left inside?" |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
Bearzerker Girdle Bearzerker Girdle1.0 Encumbrance T2 belt armor [Unique] Nature/Master While equipped: offense ------ Physical Power +4 (+0 eff.) Ignore Armor +11 defense ------ Armor +5 Physical save +5 (+1 eff.) Mind save +6 (+1 eff.) Life +60.00 other ------- Stamina/turn +1.00 EQ/turn -1.00 20% chance when taking damage to for Bearzerker to activate on its own. 30 Turn Cooldown, shared with manual activation of this talent. Bearzerker: (Instant) Effective talent level: 3.1 Power cost 9 out of 30/30. Range 10 Cooldown: 26 Travel.spd instantaneous Description: Transform into a giant angry bear for 8 turns. The duration of this effect is extended by 1 every time you make a kill and has a 50% chance to be extended by 1 when taking damage. For the duration, increases Strength and Constitution by 7, Physical Resistance by 21.0%, Physical Save by 14.00, and you deal an additional 14.00 Physical and Bleed damage with melee attacks. These bonuses scale with your physical power. This old leather belt seems to be covered in a thin layer of fur. Small bears are etched along its length and a crude paw has been painted on the buckle. |
Cord of the Steeled Mind Cord of the Steeled Mind1.0 Encumbrance T2 belt armor [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +3 (+0 eff.) defense ------ Spell save +5 (+1 eff.) Mind save +16 (+3 eff.) Anomaly Control +11 Life +53.00 Confus Resist +26% Stun Resist +27% other ------- Max mana +30.00 Max stamina +28.00 Max hate +10.00 Max psi +20.00 Max vim +22.00 Max positive +20.00 Max negative +20.00 Talents +1 Iron Resolve Iron Resolve: Through sheer Willpower, you become more resilient to damage. Increases resistance to all damage by 117.3%. This bonus is based off of your Willpower stat. A belt of metal woven together so tightly no mortal hands could have crafted it. Yet somehow, it bends easily to your will. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+0 eff.) other ------- Vim/kill +4.00 Max souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 7 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil defense ------ Confus Resist +30% Stun Resist +30% other ------- Mana-on-crit +3.00 Surround yourself with a magical shield (strength 292, based on Magic) for 10 turns. Uses 6 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 1.0 Encumbrance T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck defense ------ Ranged Defense +20 (+4 eff.) Deflect Projectile +15% Slow Projectiles +30% Evasion: (Instant) Effective talent level: 5.5 Power cost 9 out of 30/30. Range melee/personal Cooldown: 15 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 48 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 Encumbrance T5 belt armor [Unique] Nature While equipped: Stats +5 Con +5 Wil defense ------ Resistance +15% lightning +15% temporal +15% light +15% fire +15% nature +15% acid +10% physical +15% blight +15% cold +10% arcane +15% darkness Physical save +15 (+4 eff.) Spell save +15 (+2 eff.) Mind save +15 (+3 eff.) Confus Resist +20% A pristine belt of purest white leather with a runed voratun buckle. The ravages of neither time nor the elements have touched it. |
![]() 1.0 Encumbrance T5 belt armor [Unique] Psionic While equipped: defense ------ Fatigue +5% Resistance +30% lightning Stun Resist +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() 2.0 Encumbrance T1 cloak armor [Cosmetic Item] Master While equipped: Stats +1 Cun +2 Dex defense ------ Defense +6 (+1 eff.) Physical save +7 (+2 eff.) A stylish kruk-style cloak, to look awesome. |
![]() 2.0 Encumbrance T1 cloak armor [Cosmetic Item] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +2 (+0 eff.) defense ------ Defense +6 (+1 eff.) Fatigue -3% Physical save +7 (+2 eff.) A stylish kruk-style cloak, to look awesome. |
Cloak of Ten Thousand Leaves (8 def, 0 armour) Cloak of Ten Thousand Leaves (8 def, 0 armour)2.0 Encumbrance T2 cloak armor [Unique] Nature While equipped: offense ------ Damage +13% darkness +12% nature defense ------ Defense +8 (+2 eff.) Resistance +18% darkness Affinity +12% nature other ------- Masteries +0.30 Cunning/Survival +0.30 Cursed/Darkness Each step you take heals you for 3.7% of your max life. Cloak yourself in the leaves of your cloak to enter stealth for 5 turns. Uses 9 power out of 50/50 This cloak is somehow crafted from thousands of interwoven leaves. There is a dire edge to its wild energies. |
![]() 2.0 Encumbrance T2 cloak armor [Unique] Arcane While equipped: offense ------ Spellpower +6 (+0 eff.) Damage +5% physical defense ------ Resistance +5% physical other ------- Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Effective talent level: 2.5 Power cost 17 out of 60/60. Range melee/personal Cooldown: 53 Travel.spd instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 4 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 89.08 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun offense ------ Mindpower +6 (+0 eff.) Damage +15% acid Ignore resists +10% acid defense ------ Defense +10 (+2 eff.) other ------- Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray level 2 Dissolve: Effective talent level: 15.8 Power cost 6 out of 20/20. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 99% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
![]() 2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: offense ------ When Hit 30 fire defense ------ Defense +14 (+3 eff.) Resistance +10% fire +10% darkness +10% cold other ------- Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
![]() 2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+4 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
![]() 2.0 Encumbrance T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil offense ------ Mindpower +6 (+0 eff.) defense ------ Defense +10 (+2 eff.) Resistance +15% mind Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) other ------- Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Effective talent level: 4.5 Power cost 3 out of 25/25. Range 10 Cooldown: 7 Travel.spd instantaneous Is: a mind power Description: Puts the target into a deep sleep for 5 turns, rendering it unable to act. Every 170 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
![]() 2.0 Encumbrance T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spell Crit +6% Spellpower/crit +5 Damage +15% arcane +15% darkness defense ------ Defense +10 (+2 eff.) Resistance +12% arcane +12% darkness Shield Duration +1 Shield Power +15% other ------- Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Effective talent level: 3.5 Power cost 8 out of 28/28. Range 10 Cooldown: 7 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 65.55 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: offense ------ Damage +0% lightning +25% light +0% cold +0% fire +0% darkness defense ------ Defense +5 (+1 eff.) Resistance +10% lightning +20% light +10% darkness +10% cold +10% fire +10% all Affinity +0% lightning +20% light +0% cold +0% fire +0% darkness Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Cycle phase between Fire, Light, Cold, Lightning, and Darkness in order each turn. Deals extra 66 damage of the current phase to targets taking damage from you (scales with Magic, once per target per turn). Current phase: Light A sheet of fabric that periodically shifts colors. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +12 Mag offense ------ Damage +25% cold When Hit 60 ice defense ------ Defense +12 (+2 eff.) Resistance +25% cold -15% fire +8% all Release a radius 4 chilling blast, instantly dealing 367.20 cold damage and condensing the air into freezing vapors that deal 122.40 cold damage (based on Magic) each turn for 10 turns. Uses 9 power out of 30/30 All that remains of the Glacial Legion. This cloak seems to exude an icy cold vapor that freezes all it touches. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +10 Cun +10 Mag offense ------ Spellpower +20 (+1 eff.) Damage +25% light When Hit 30 blinding light defense ------ Defense +15 (+3 eff.) Resistance +30% light +30% darkness Max Resistance +10% light Category Bonus +0.20 Celestial This pristine golden cloak flows with a wind that seems to be conjured from nowhere. Its inner surface is a completely plain white, but the outside shines with intense light. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +10 Lck offense ------ Spellpower +8 (+0 eff.) Damage +10% temporal defense ------ Defense +10 (+2 eff.) Resistance +20% temporal Max Resistance +10% temporal Physical save +20 (+5 eff.) Spell save +20 (+3 eff.) Mind save +20 (+4 eff.) Confus Resist +40% other ------- Masteries +0.10 Chronomancy/Timeline Threading +0.10 Chronomancy/Chronomancy +0.10 Spell/Divination See the Threads: Effective talent level: 2.5 Power cost 14 out of 50/50. Range melee/personal Cooldown: 44 Travel.spd instantaneous Is: a spell Description: You peer into three possible futures, allowing you to explore each for 4 turns. When the effect expires, you'll choose which of the three futures becomes your present. If you know Foresight you'll gain additional defense and chance to shrug off critical hits (equal to your Foresight values) while See the Threads is active. This spell splits the timeline. Attempting to use another spell that also splits the timeline while this effect is active will be unsuccessful. If you die in any thread you'll revert the timeline to the point when you first cast the spell and the effect will end. This spell may only be used once per zone level. Untouched by the ravages of time, this fine spun white cloak appears to be crafted of an otherworldly material that shifts and shimmers in the light. |
![]() 2.0 Encumbrance T5 cloak armor [Unique] Nature It would go well with another part of Ureslak. While equipped: defense ------ Resistance +20% lightning +20% darkness +20% cold +20% fire -30% arcane +20% nature Max Resistance +10% lightning +10% darkness +10% cold +10% fire -30% arcane +10% nature Energize the scales for 16 turns, increasing resistance to Fire, Cold, Lightning, Nature, or Darkness damage by 15% just before you are damaged. (This effect lasts 5 turns and only works on one type of damage.). Uses 14 power out of 50/50 This cloak is fashioned from the scales of some large reptilian creature. It appears to reflect every color of the rainbow. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Mag offense ------ Mindpower +30 (+3 eff.) Ignore resists +5% mind defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +12.00 See Invisibility +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- 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. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
![]() 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag offense ------ Spellpower +15 (+1 eff.) Damage +25% arcane defense ------ Defense +6 (+1 eff.) Fatigue +1% Resistance +25% arcane Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Creates an arcane explosion dealing 214 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 7 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+0 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 3.0 Encumbrance T4 feet armor [Unique] Psionic While equipped: offense ------ Physical Power +12 (+0 eff.) Ignore Armor +15 defense ------ Armor +12 Defense +2 (+0 eff.) Fatigue +8% Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Life +80.00 Stun Resist +40% other ------- Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 9 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Damage +18% fire defense ------ Armor +5 Defense +3 (+1 eff.) Fatigue +6% Resistance +20% cold other ------- Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 37 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
![]() 3.0 Encumbrance T5 feet armor [Unique] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +13 (+1 eff.) Damage +15% blight +15% fire +15% darkness defense ------ Armor +4 Defense +4 (+1 eff.) Fatigue +8% Poison Storm: Effective talent level: 4.5 Power cost 9 out of 40/40. Range melee/personal Cooldown: 21 Travel.spd instantaneous Is: a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 9 turns. Each creature hit by the storm takes 11.63 blight damage and is poisoned for 46.54 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 64%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 38%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 30% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+0 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) Spellpower/crit +4 Damage +8% darkness +8% temporal Ignore resists +10% darkness +10% temporal defense ------ Resistance +8% darkness +8% temporal other ------- Negative/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust level 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.0 Encumbrance T2 hands armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Damage +10% fire defense ------ Armor +4 Resistance +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Effective talent level: 3.5 Power cost 7 out of 24/24. Range melee/personal Cooldown: 17 Travel.spd instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 7. Any target caught in the area will take 936.99 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 3.5 Power cost 2 out of 6/6. Range 10 Cooldown: 2 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 362.03 physical damage and knocking targets back 6 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.0 Encumbrance T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. While equipped: Stats +9 Str +9 Mag +3 Cun defense ------ Defense +8 (+2 eff.) Stun Resist +20% other ------- Max vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Increases all damage by 4% of current vim Current Bonus: 0% Darkfire: Effective talent level: 6.5 Power cost 4 out of 12/12. Range 9 Cooldown: 7 Travel.spd 400% of base Is: a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 115.55 fire damage and 61.90 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. |
![]() 1.5 Encumbrance T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun offense ------ Mindpower +3 (+0 eff.) Damage +8% physical defense ------ Armor +4 Defense +8 (+2 eff.) Disarm Resist +40% other ------- Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Effective talent level: 5.5 Power cost 5 out of 24/24. Range 9 Cooldown: 7 Travel.spd instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 9 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 7.0 Encumbrance T3 hands armor [Unique] Arcane While equipped: offense ------ Damage +10% acid +5% physical Ignore resists +15% acid +15% physical defense ------ Armor +7 Fatigue +10% Resistance +20% acid +10% physical Max Resistance +10% acid +5% physical other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() 1.5 Encumbrance T4 hands armor [Unique] Psionic While equipped: offense ------ On-Hit 15 darkness 15 cold Damage +20% darkness +20% cold defense ------ Armor +5 Unlife -100.00 life Healmod -10% other ------- Max hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Effective talent level: 4.5 Power cost 6 out of 30/30. Range 10 Cooldown: 7 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 75.00 mind and 75.00 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 50% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 64. Terrified: Deals 19.20 mind and 19.20 darkness damage per turn and increases cooldowns by 95%. Haunted: Causes the target to suffer 28.99 mind and 28.99 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. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag offense ------ Physical Crit +10.0% Spell Crit +10% Critical power +50.00% Damage +10% physical defense ------ Armor +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Nature While equipped: Stats +6 Str +6 Mag offense ------ Spell Crit +10% Spellpower +10 (+0 eff.) Damage +12% physical Ignore resists +15% physical defense ------ Armor +12 Resistance +10% physical other ------- Masteries +0.20 Spell/Stone +0.10 Wild-gift/Sand drake aspect +0.10 Spell/Earth Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Earthquake: Effective talent level: 5.5 Power cost 9 out of 30/30. Range 10 Cooldown: 26 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 35.12 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. These heavy stone gauntlets make the very ground beneath you bend and warp as they move. |
![]() 1.5 Encumbrance T5 hands armor [Unique] Arcane/Master While equipped: Stats +5 Str +5 Mag offense ------ Damage +15% all Ignore resists +10% all defense ------ Armor +15 other ------- 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: Effective talent level: 4.5 Power cost 7 out of 25/25. Range 6 Cooldown: 16 Travel.spd instantaneous Is: a spell Description: Swing your weapon with incredible force, striking all enemies in a radius 6 semicircle, dealing 171% weapon damage to all targets. Starting from talent level 5, all targets hit will have their armour and saves reduced by 20. 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. |
![]() 2.0 Encumbrance T4 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +10% Spellpower +10 (+0 eff.) Mindpower +15 (+1 eff.) On-Hit 30% gloom effects Damage +10% darkness +10% physical defense ------ Defense +2 (+0 eff.) Resistance +20% fire Mind save -10 (-2 eff.) Healmod -10% other ------- Hate-on-crit +2.00 Hate/kill +2.00 Max hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony level 2 On Mind Hit: 10% Hateful Whisper level 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
Brazen Mask (0 def, 0 armour) Brazen Mask (0 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +8 Cun +4 Wil offense ------ Mindpower +8 (+1 eff.) On-Hit 22 draining blight 15 manaburn arcane defense ------ Resistance +5% blight +7% darkness +6% lightning Spell save +6 (+1 eff.) Mind save +5 (+1 eff.) Circle of Sanctity: (Instant) Puts all charms on 9 turn cooldown Effective talent level: 4.5 Power cost 9 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 9 light damage to everyone else who enters. The circle lasts 5 turns. Creepy, like something an evil jester would wear. |
![]() 2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+2 eff.) Mind save +12 (+2 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 14.7 Power cost 10 out of 35/35. Range melee/personal Cooldown: 8 Travel.spd instantaneous Is: a mind power and a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 19. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 8. 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. |
![]() 2.0 Encumbrance T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: defense ------ Defense +2 (+0 eff.) Resistance +20% arcane other ------- Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Maradek's Murderous Cap (4 def, 0 armour) Maradek's Murderous Cap (4 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +2 Cun +2 Str defense ------ Defense +4 (+1 eff.) Resistance +3% darkness Pinning Resist +20% other ------- Stamina/turn +3.00 Talents +1 Murderous Intent +2 Bloodbath On a Melee Crit you inflict your target with a Savage Wound, causing them to bleed for 16.0 Physical damage each turn for 5 turns. You heal for 8.0 whenever you hit an enemy bleeding from this effect. Murderous Intent: Passive - When striking a bleeding foe, you deal an additional 99.80% of the damage dealt as Physical. This percentage scales off of your Cunning stat. This jaunty leather cap is utterly soaked with blood which continuously drips from its brim. It wants more. |
![]() 2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+2 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 3.5 Power cost 5 out of 45/45. Range 10 Cooldown: 7 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 66.60 mind and 66.60 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 50% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 57. Terrified: Deals 16.80 mind and 16.80 darkness damage per turn and increases cooldowns by 85%. Haunted: Causes the target to suffer 25.81 mind and 25.81 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() 2.0 Encumbrance T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil offense ------ Spellpower +8 (+0 eff.) Mindpower +8 (+1 eff.) defense ------ Defense +1 (+0 eff.) Resistance +10% temporal +10% physical Anomaly Control +5 other ------- Masteries +0.20 Chronomancy/Timetravel Wormhole: Effective talent level: 2.5 Power cost 5 out of 15/15. Range 10 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 3 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 2.0 Encumbrance T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: defense ------ Armor +3 Fatigue +3% Damage Reduction +10 all This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
![]() 2.0 Encumbrance T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun offense ------ Spellpower +12 (+1 eff.) Mindpower +12 (+1 eff.) defense ------ Defense +8 (+2 eff.) Fear Resist -60% Assault the mind of a foe to utterly dominate it. Uses 28 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +3 Mag +9 Wil +10 Cun offense ------ Spell Crit +1% Mind Crit +8% Spellpower/crit +2 Damage +26% lightning +20% nature +6% darkness defense ------ Defense +3 (+1 eff.) Resistance +30% nature +42% lightning Mind save +25 (+5 eff.) other ------- Vim-on-crit +1.00 Max mana +80.00 Hateful Whisper: Puts all charms on 5 turn cooldown Effective talent level: 4.5 Power cost 5 out of 15/15. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 656 Mind damage and spreads amongst your foes, dealing damage and feeding you 4.6 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 32% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+1 eff.) Mindpower +15 (+1 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
![]() 1.0 Encumbrance T5 head armor [Unique] Psionic While equipped: offense ------ Mind Crit +9% Mindpower +20 (+2 eff.) Ignore resists +10% mind defense ------ Defense +7 (+1 eff.) Resistance +15% mind Max Resistance +10% mind Mind save +25 (+5 eff.) Confus Resist +40% other ------- Psi-on-crit +6.00 Max psi +50.00 Infravision +5 Reveal the surrounding area (range 20). Uses 9 power out of 30/30 This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Wil +4 Mag offense ------ Damage +10% light defense ------ Armor +6 Fatigue +4% Resistance +10% darkness Blind Resist +30% Confus Resist +30% other ------- Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+3 eff.) Spell save +12 (+2 eff.) Mind save +12 (+2 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 Encumbrance T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +5% Mindpower +12 (+1 eff.) Damage +10% mind When Hit 12 mind Psychic Lobotomy: Effective talent level: 4.5 Power cost 3 out of 10/10. Range 10 Cooldown: 7 Travel.spd instantaneous Is: a mind power Description: Inflicts 417.01 mind damage and cripples the target's higher mental functions, reducing cunning by 41 and confusing (45% power) the target for 5 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 3.0 Encumbrance T3 head armor [Unique] Master While equipped: Stats +3 Con +10 Wil offense ------ Mindpower +5 (+0 eff.) defense ------ Armor +6 Defense +3 (+1 eff.) Fatigue +4% Resistance +8% physical other ------- Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Effective talent level: 2.5 Power cost 17 out of 60/60. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 3 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 4 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 1.0 Encumbrance T3 head armor [Unique] Arcane While equipped: Stats +10 Wil +9 Mag offense ------ Spell Crit +6% Spellpower +5 (+0 eff.) Damage +18% blight +22% arcane Ignore resists +15% blight When Hit 10 vim draining blight other ------- Vim-on-crit +2.00 Max vim +25.00 Vimsense: Effective talent level: 3.5 Power cost 7 out of 45/45. Range melee/personal Cooldown: 13 Travel.spd instantaneous Is: a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 7% and all saves by 11, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
Netheric Diadem (0 def, 0 armour) Netheric Diadem (0 def, 0 armour)3.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: defense ------ Resistance +5% blight +6% darkness +11% mind Category Bonus +0.20 Demented Affinity +11% darkness +11% temporal Spell save +5 (+1 eff.) Mind save +16 (+3 eff.) Confus Resist +20% other ------- Talents +1 Nether Resonance Nether Resonance: increases Light resist by 38% (half Magic stat) and Nature resist by 117% (half of Willpower stat). Circle of Sanctity: (Instant) Puts all charms on 9 turn cooldown Effective talent level: 5.5 Power cost 9 out of 30/30. Range melee/personal Cooldown: 17 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 9 light damage to everyone else who enters. The circle lasts 6 turns. A symbol of rulership from a lost reality, long ago consumed by the Void. |
![]() 3.0 Encumbrance T4 head armor [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun offense ------ Damage +20% blight Ignore resists +10% blight Accuracy +10 (+3 eff.) defense ------ Armor +8 Defense +4 (+1 eff.) Fatigue +6% Resistance +20% blight Disease Resist +50% other ------- See Stealth +12 See Invisibility +12 Masteries +0.30 Corruption/Vim On Spell Hit: 10% Vimsense level 3 This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. |
![]() 3.0 Encumbrance T4 head armor [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5 Str +5 Wil +5 Con -4 Lck offense ------ Damage +10% physical +10% fire defense ------ Armor +9 Defense +5 (+1 eff.) Fatigue +10% other ------- Masteries +0.20 Wild-gift/Fire drake aspect Bellowing Roar: Effective talent level: 4.5 Power cost 13 out of 45/45. Range melee/personal Cooldown: 17 Travel.spd instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 6 into utter confusion (power: 47%) for 3 turns. The sound wave is so strong, your foes also take 286.67 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. |
![]() 3.0 Encumbrance T4 head armor [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con defense ------ Armor +15 Fatigue +5% Resistance +20% darkness +20% blight other ------- Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds Shadow Power +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 3.0 Encumbrance T4 head armor [Unique] Master While equipped: Stats +10 Str +10 Con offense ------ Damage +15% light defense ------ Armor +10 Fatigue +4% Resistance +15% light +25% darkness Max Resistance +10% darkness Resist unseen 33% other ------- Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 12 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
![]() 3.0 Encumbrance T5 head armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +10 Dex +13 Wil +5 Cun offense ------ Mind Crit +1% Critical power +20.00% Physical Power +21 (+1 eff.) Mindpower +6 (+0 eff.) Damage +12% physical defense ------ Armor +7 Fatigue +5% Resistance +25% darkness +14% physical Physical save +7 (+2 eff.) other ------- Infravision +8 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+1 eff.) Mind save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+2 eff.) Spell save +8 (+1 eff.) Mind save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T5 red gem [Unique] Arcane While carried: Spellpower +7 (+0 eff.) When Hit 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 9 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. |
![]() 0.0 Encumbrance T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resistance +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 2.0 Encumbrance white gem [Unique] Nature While carried: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con +10 Lck Damage +7% all Resistance +7% all Stun Resist +100% Light +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.1 Encumbrance T5 demonic gem [Unique] Arcane While carried: When Hit 34 healing Mind save -18 (-4 eff.) Life Regen -2.00 Healmod -50% Light -2 Item imbue powers: Physical Power +12 (+0 eff.) Spellpower +16 (+1 eff.) Damage +9% all When Hit 34 darkness Healmod +50% Infravision +3 See Invisibility +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
![]() 0.0 Encumbrance T5 red gem [Plot Item] While equipped: Damage +12% fire Item imbue powers: Damage +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 0.0 Encumbrance T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Move Speed +20% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Move Speed +15% Damage +20% lightning Damage Avoidance +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(228 power, based on Willpower). Uses 3 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Astrion's Eye Astrion's Eye1.0 Encumbrance T2 lite [Unique] Arcane/Nature/Master While equipped: Stats +1 Dex +3 Mag offense ------ On-Hit 12 frost burn On-Ranged-Hit 12 frost burn Against +6% Elemental defense ------ Resistance +6% cold Affinity +7% cold +5% nature +4% arcane other ------- Light +5 Infravision +2 A glowing blue crystal said to have been once been part of a powerful ice elemental. |
Brand of the Pyrophage Brand of the Pyrophage1.0 Encumbrance T2 lite [Unique] Arcane While equipped: Stats +1 Cun offense ------ Ignore resists +15% temporal +7% fire When Hit 2 blight 8 fire burn defense ------ Resistance +8% fire burn +8% fire other ------- Max mana +40.00 Light +3 Talents +1 Combust Combust: When hitting a foe under the influence of a fire-based efect (such as burning), you have a 33% chance to cause it to erupt, inflicting 38 Fire damage in a radius of 1, and giving you a stack of Burning Consumption. This increases your Max Mana by 38.5% and life regen by 11.55 for 5 turns. The life regen effect has a maximum value of 50. These effects scale off of the Magic stat. An ash caked iron brand, it burns with a vicious, hungry, red glow. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 12 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 0.0 Encumbrance T3 lite [Unique] Arcane While equipped: offense ------ Spellpower +10 (+0 eff.) Damage +15% cold Ignore resists +10% cold defense ------ Resistance +20% cold other ------- Light +5 Release a will o' the wisp that will explode against your foes for 363 cold damage (based on your Magic). Uses 6 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
![]() 0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+1 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+2 eff.) other ------- Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 558.00 darkness damage (based on Mindpower and charge). Uses 3 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 1.0 Encumbrance T4 lite [Unique] Arcane While equipped: Stats +5 Mag offense ------ Physical Power +7 (+0 eff.) On-Hit 20 darkness defense ------ Resistance +30% light Max Resistance +10% light other ------- Light -1000 Infravision +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness level 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 3.5 Power cost 7 out of 25/25. Range 9 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 157.89 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 157.89 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 28 power out of 100/100 The very essence of bearness! |
![]() 1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 Encumbrance T3 gross misc [Unique] Unknown While equipped: offense ------ When Hit 25 darkness defense ------ Disarm Resist +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 28 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T5 digger tool [Random Unique] Nature/Master While equipped: Stats +7 Str +4 Con offense ------ Damage +25% nature +9% acid Ignore resists +15% nature +5% acid defense ------ Armor +5 Defense +7 (+1 eff.) Resistance +7% arcane +10% physical +27% nature +9% darkness other ------- Light +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Rare] Master While equipped: Stats +7 Str +7 Wil offense ------ Mind Crit +4% Mindpower +15 (+1 eff.) Damage +12% acid +24% mind Ignore resists +15% darkness defense ------ Fatigue -9% other ------- Max hate +6.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T5 digger tool [Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Ignore resists +10% physical defense ------ Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Life +50.00 While carried: other ------- Talents +1 Dig Earthquake: Effective talent level: 5.5 Power cost 9 out of 30/30. Range 10 Cooldown: 26 Travel.spd instantaneous Is: a spell Description: Causes a violent earthquake that deals 35.12 physical damage in a radius of 4 each turn for 8 turns, and potentially stuns any and all creatures it affects. The damage will increase with your Spellpower. This ancient pickaxe was used to pass down dwarven legends from one generation to the next. Every bit of the head and shaft is covered in runes that recount the stories of the dwarven people. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+0 eff.) defense ------ Mind save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 4.5 Power cost 6 out of 25/25. Range 10 Cooldown: 5 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 41 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
DeWolve Bandolier DeWolve Bandolier2.0 Encumbrance T2 misc tool [Unique] Arcane/Master While equipped: Stats +3 Cun +4 Con offense ------ Ignore resists +8% acid +8% fire +8% nature other ------- Talents +1 Volatile Mixture Equip a bandolier holding up to 5 volatile alchemical mixtures, allowing you to attack from range. You automatically reload 1 mixture per turn while resting or moving. Each mixture randomly inflicts one of the following effects: 286.6 Fire damage, 229.3 Acid damage that corrodes armor, or 358.2 Poison damage over 6 turns. Damage is based on Magic and Cunning One of several bandoliers of dangerous weaponized potions used by servants of the criminal alchemist Jheren DeWolve. |
![]() 2.0 Encumbrance T4 misc tool [Unique] Arcane While equipped: offense ------ Damage +15% temporal defense ------ Resistance +0% all +15% temporal Damage Reduction +0 all Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 6 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 2.0 Encumbrance T4 misc tool [Unique] Master While equipped: Stats +10 Lck +5 Cun offense ------ Accuracy +12 (+3 eff.) Ignore Armor +12 defense ------ Defense +12 (+2 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) other ------- See Stealth +12 See Invisibility +12 Track: Effective talent level: 13.3 Power cost 5 out of 35/35. Range melee/personal Cooldown: 17 Travel.spd instantaneous Description: Sense foes around you in a radius of 65 for 12 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() 2.0 Encumbrance T5 misc tool [Unique] Arcane/Psionic While equipped: offense ------ Spellpower +10 (+0 eff.) Mindpower +10 (+1 eff.) On-Hit 25 phys.bleed Damage +10% temporal +5% physical When Hit 25 phys.bleed defense ------ Resistance +15% temporal Animate Blade: Effective talent level: 6.5 Power cost 5 out of 25/25. Range 10 Cooldown: 0 Travel.spd instantaneous Is: a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 57 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 1132.84 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 7 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 Encumbrance T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil offense ------ Mindpower +10 (+1 eff.) Damage +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 7 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+2 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+0 eff.) Damage +12% darkness +12% temporal When Hit 16 void defense ------ Resistance +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 212.40 temporal and 212.40 darkness damage (based on Magic). Uses 6 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 2.0 Encumbrance 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. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
Achievements
By Kuven the Cornac Oozemancer level 50
26th Haze 123rd year of Ascendancy at 01:58 see stats
By Kuven the Cornac Oozemancer level 38
8th Pyre 123rd year of Ascendancy at 16:07 see stats
By Kuven the Cornac Oozemancer level 50
59th Dusk 123rd year of Ascendancy at 16:31 see stats
By Kuven the Cornac Oozemancer level 13
6th Haze 122nd year of Ascendancy at 22:08 see stats
By Kuven the Cornac Oozemancer level 50
6th Regrowth 124th year of Ascendancy at 13:20 see stats
By Kuven the Cornac Oozemancer level 50
12nd Regrowth 124th year of Ascendancy at 06:48 see stats
By Kuven the Cornac Oozemancer level 50
46th Pyre 124th year of Ascendancy at 09:16 see stats
By Kuven the Cornac Oozemancer level 50
10th Allure 124th year of Ascendancy at 11:03 see stats
By Kuven the Cornac Oozemancer level 50
30th Dusk 124th year of Ascendancy at 11:10 see stats
By Kuven the Cornac Oozemancer level 41
22nd Pyre 123rd year of Ascendancy at 07:38 see stats
By Kuven the Cornac Oozemancer level 28
40th Regrowth 123rd year of Ascendancy at 09:25 see stats
By Kuven the Cornac Oozemancer level 50
54th Pyre 124th year of Ascendancy at 08:56 see stats
By Kuven the Cornac Oozemancer level 50
29th Haze 123rd year of Ascendancy at 21:53 see stats
By Kuven the Cornac Oozemancer level 33
67th Regrowth 123rd year of Ascendancy at 12:41 see stats
By Kuven the Cornac Oozemancer level 33
66th Regrowth 123rd year of Ascendancy at 15:44 see stats
By Kuven the Cornac Oozemancer level 41
40th Pyre 123rd year of Ascendancy at 13:49 see stats
By Kuven the Cornac Oozemancer level 50
32nd Dusk 124th year of Ascendancy at 21:37 see stats
By Kuven the Cornac Oozemancer level 23
19th Regrowth 123rd year of Ascendancy at 08:21 see stats
By Kuven the Cornac Oozemancer level 42
44th Pyre 123rd year of Ascendancy at 16:18 see stats
By Kuven the Cornac Oozemancer level 20
11st Regrowth 123rd year of Ascendancy at 13:21 see stats
By Kuven the Cornac Oozemancer level 50
27th Dusk 124th year of Ascendancy at 13:10 see stats
By Kuven the Cornac Oozemancer level 50
1st Mirth 124th year of Ascendancy at 02:08 see stats
By Kuven the Cornac Oozemancer level 50
53rd Pyre 124th year of Ascendancy at 12:01 see stats
By Kuven the Cornac Oozemancer level 36
79th Regrowth 123rd year of Ascendancy at 18:23 see stats
By Kuven the Cornac Oozemancer level 50
12nd Regrowth 124th year of Ascendancy at 08:04 see stats
By Kuven the Cornac Oozemancer level 35
74th Regrowth 123rd year of Ascendancy at 04:36 see stats
By Kuven the Cornac Oozemancer level 10
4th Mirth 122nd year of Ascendancy at 10:40 see stats
By Kuven the Cornac Oozemancer level 20
11st Regrowth 123rd year of Ascendancy at 11:00 see stats
By Kuven the Cornac Oozemancer level 30
53rd Regrowth 123rd year of Ascendancy at 23:20 see stats
By Kuven the Cornac Oozemancer level 40
9th Pyre 123rd year of Ascendancy at 17:06 see stats
By Kuven the Cornac Oozemancer level 50
42nd Dusk 123rd year of Ascendancy at 21:52 see stats
By Kuven the Cornac Oozemancer level 46
21st Dusk 123rd year of Ascendancy at 05:23 see stats
By Kuven the Cornac Oozemancer level 50
9th Mirth 124th year of Ascendancy at 23:36 see stats
By Kuven the Cornac Oozemancer level 49
32nd Dusk 123rd year of Ascendancy at 04:48 see stats
By Kuven the Cornac Oozemancer level 19
8th Regrowth 123rd year of Ascendancy at 12:12 see stats
By Kuven the Cornac Oozemancer level 50
43rd Regrowth 124th year of Ascendancy at 18:58 see stats
By Kuven the Cornac Oozemancer level 33
62nd Regrowth 123rd year of Ascendancy at 05:24 see stats
By Kuven the Cornac Oozemancer level 27
36th Regrowth 123rd year of Ascendancy at 04:21 see stats
By Kuven the Cornac Oozemancer level 17
4th Allure 123rd year of Ascendancy at 07:27 see stats
By Kuven the Cornac Oozemancer level 50
29th Haze 123rd year of Ascendancy at 23:40 see stats
By Kuven the Cornac Oozemancer level 47
22nd Dusk 123rd year of Ascendancy at 08:13 see stats
By Kuven the Cornac Oozemancer level 50
32nd Dusk 124th year of Ascendancy at 21:36 see stats
By Kuven the Cornac Oozemancer level 38
8th Pyre 123rd year of Ascendancy at 16:07 see stats
By Kuven the Cornac Oozemancer level 38
8th Pyre 123rd year of Ascendancy at 16:07 see stats
By Kuven the Cornac Oozemancer level 44
6th Flare 123rd year of Ascendancy at 18:47 see stats
By Kuven the Cornac Oozemancer level 50
32nd Dusk 124th year of Ascendancy at 21:37 see stats
By Kuven the Cornac Oozemancer level 31
60th Regrowth 123rd year of Ascendancy at 11:52 see stats
By Kuven the Cornac Oozemancer level 50
62nd Regrowth 124th year of Ascendancy at 16:52 see stats
By Kuven the Cornac Oozemancer level 43
6th Flare 123rd year of Ascendancy at 09:00 see stats
By Kuven the Cornac Oozemancer level 22
17th Regrowth 123rd year of Ascendancy at 00:21 see stats
By Kuven the Cornac Oozemancer level 13
6th Mirth 122nd year of Ascendancy at 10:21 see stats
By Kuven the Cornac Oozemancer level 50
71st Regrowth 124th year of Ascendancy at 14:36 see stats
By Kuven the Cornac Oozemancer level 50
59th Dusk 123rd year of Ascendancy at 09:30 see stats
Log
Talent Burrow is ready to use.
Kuven uses Burrow.
Saving game...
You transfer Nithan's Force from the online item's vault.
Saving done.
The Heart pulses with antimagic forces as you grasp it.
Kuven switches his weapons to: Oozing Heart
Eyal's Will.
Talent Burrow is ready to use.
Kuven uses Burrow.
Talent Unstoppable Nature is ready to use.
Talent Acidic Soil is ready to use.
Kuven activates Unstoppable Nature.
Kuven activates Acidic Soil.
Talent Burrow is ready to use.
Kuven uses Burrow.
Talent Ooze Spit is ready to use.
Talent Burrow is ready to use.
Kuven uses Burrow.
Talent Burrow is ready to use.
Kuven uses Burrow.
Talent Burrow is ready to use.
Kuven uses Burrow.